Vector [Standard]

Discussion in 'Map Factory' started by Icarus, Oct 17, 2009.

  1. Icarus

    aa Icarus

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    Vector (CP) Release 1.0
    by Eric "Icarus" Wong
    Email: ericgfwong@hotmail.com

    A classic game mode --without the twist!
    Hidden away behind an electric company front is a sprawling underground RED base. Control rooms direct remote operatives, and ominous devices are constructed in mysterious voids. Unwilling to live with the fact that RED has a fancy new machine, BLU sets out to have it destroyed before they can activate it in this 3-stage attack & defend map.

    Objective:
    Blue team wins by capturing both Control Points on each of three stages before the time runs out. Red team wins by preventing all the points from being captured.

    Other Notes:
    Control Points cannot be captured while they are locked.


    Special Thanks:
    Broken:Tripod-Turret
    Shmitz
    Phil
    Eerieone
    Dr. Spud
    Shmitz
    Supertoaster
    Artesia
    A Boojum Snark
    Big Rexy
    NovaSilisko
    Radaka
    Void
    www.tf2maps.net
    Clan Woof (^)
     
    Last edited: Dec 17, 2009
  2. honorum646

    honorum646 L6: Sharp Member

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    First Screenshot there, that big electro thing looks like the machine from "9".

    That is all.


    Nah, it looks sweet, but I don't have time to actually dl and look around your map.
     
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  3. Radaka

    Radaka L7: Fancy Member

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    2nd Post! I'm happy that this map plays well in both gamemodes.
     
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  4. HeaH

    HeaH L8: Fancy Shmancy Member

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    Can't wait for the PL version!

    Hey, someone had to say it :p
     
  5. Tinker

    aa Tinker

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    Aw, the control point is not closer to the actual machine. I liked the little bridge to the intel cap in the CTF version - it made it more exciting.
     
  6. Dr. ROCKZO

    Dr. ROCKZO L8: Fancy Shmancy Member

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    I support this Map.
     
  7. Omnomnick

    Omnomnick L6: Sharp Member

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    I too support this map.

    It looks great, a nice mix of Hydro meets Dustbowl meets Nucleus. I'm loving the red doomsday device, looks awesome.

    I have to play this map at some point :)
     
  8. gamemaster1996

    gamemaster1996 L13: Stunning Member

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    I agree this map does look very good (my maps wont run cuz it cant load cubemap skybox thing)
     
  9. UFO

    UFO L2: Junior Member

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    I like this map as A/D CTF. I don't think it was a good idea changing gametype...
     
  10. Radaka

    Radaka L7: Fancy Member

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    Just as a note, both gametypes still exist, and both play just fine :closedeyes:
     
  11. The Political Gamer

    aa The Political Gamer

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    You are still keeping both right?
     
  12. Sgt.Sausage

    Sgt.Sausage L7: Fancy Member

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    Thanks very much, glad you decided to keep the ctf and the cp versions. I had alot of fun on both.
     
  13. Icarus

    aa Icarus

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    maybe
     
  14. Psy

    aa Psy The Imp Queen

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    :facepalm: There is nothing wrong with the CTF version.
     
  15. Icarus

    aa Icarus

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    No, actually, CTF plays almost exactly alike CP, which is why I hardly had to make any changes between them at all (the only difference is the last point bridge).

    Any testing done on CTF applied to CP and vice-versa. I'm very happy about that.
     
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  16. PHLuKZ

    PHLuKZ L1: Registered

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    I wish you got cumulative cap time much like dustbowl 21 minutes to cap the last point!



    But yeah loved the map before like it even better as a CP (less explaination), playtested it on our 32man server. second Cap point still seems too close to red spawn on stage one of the map.


    I want it on map rotation so awesome job converting it over to cp :D
     
    Last edited: Oct 17, 2009
  17. Icarus

    aa Icarus

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    That's a good thing?
     
  18. PHLuKZ

    PHLuKZ L1: Registered

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    it could be haha. But so far when we've played it on 32 map no one can get past second stage, it gets kinda spammy around all the exits to the second cap point.
     
  19. YM

    aa YM LVL100 YM

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    No, its not a good thing. don't add it. It's one thing that ruins dustbowl's last point, a team rolls through the first two and ends up with 20 minutes to attack the last stage. ugh its a terrible system.

    If you set the time for each cap individually you have much better control over the gameplay, balance and overall fun of the map.
     
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  20. PHLuKZ

    PHLuKZ L1: Registered

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    [​IMG]


    5th time playing it now on our 32 man, can never get past the first stage... red pours out of spawna nd they can shoot intot he capture point just out of spawn and be at the cap two seconds later, there is no distance seperating it much like first stage dustbowl or a fence on second stage dustbowl. we manage to blow something like let's say an uber and they respawn too fast.


    really love the map and would like to see it on the rotation but I cant if no one can beat it.

    [​IMG]