Warning: array_merge() [function.array-merge]: Argument #1 is not an array in [path]/archive/global.php(40) : eval()'d code on line 2
New Submission: cp_observatory_b6 [Archive] - TF2Maps.net Forums

PDA

View Full Version : New Submission: cp_observatory_b6


Icarus
10-29-2008, 03:40 PM
Downloads: A new file has been added by Icarus:

cp_observatory_b6 (http://forums.tf2maps.net/downloads.php?do=file&id=761)

cp_observatory_b6

Gravelpit with a Steel twist:
Welcome to Observatory! I was inspired by Steel, but noticed some negativity towards it over it's complexity. I also love Gravel Pit, but wanted to make a map where there was more incentive to defend both A and B.
My goal in Observatory is to have a map with deeper strategic value within a rather simple layout. BLU gets to choose what kind of advantage they want when assaulting C, and RED must shift their forces to counter BLU's assaults. Just remember, a team that only defends C is bound for failure!
I hope you enjoy this map!

http://image.fpsbanana.com/ss/maps/160533.jpg

Objective:
- RED team wins by defending C.
- BLU team wins by capturing C before the time runs out.

http://image.fpsbanana.com/ss/maps/160534.jpg

Other Notes:
- Capturing A opens additional paths, allowing BLU team to directly access to C.
- Capturing B destroys a bridge, restricting RED team's access to C and allowing attackers to flank the Control Room.
- C cannot be captured until either A or B is captured.
- RED team cannot regain control of a point once BLU has captured it.

http://image.fpsbanana.com/ss/maps/160535.jpg

http://image.fpsbanana.com/ss/maps/160536.jpg

http://image.fpsbanana.com/ss/maps/160537.jpg

http://image.fpsbanana.com/ss/maps/160538.jpg

This will be my final BETA Release. Changes are somewhat more visual and performance-oriented. Please provide feedback as I will be preparing the final release!


Beta 6 Released on October 29, 2008
-Expanded BLU's spawn area
-Added more cover for defenders
-Added upper platform for attackers on C
-Increased capture times for A and B
-Added new text that announcements to map layout changes
-Added no entry visuals to mark doors triggered by captures
-Vast visual and preformance improvements
-Preparations for final release

Beta 5 Released on October 12, 2008
-BLU Spawn is now less campable
-BLU Engineers can now build teleporter entrances in general peace
-Re-added respawn times from beta 3
-Added more viable sniper nests
-Removed a route to A for attackers; modified layout of warehouse
-Lowered fences on B
-Enlarged upper catwalk on B
-Closed lower entrances to C for attackers; reopened upper corridors
-Shuffled pickups
-More polish

Beta 4 Released on October 6th, 2008
-BLU can now return to the upper spawn room without respawning
-Both teams can now access enemy spawns during humiliation
-Reduced number of BLU's access points to C
-Added new routes to the Control Room, accessable by capturing B
-Added more cover on C for both teams
-Lowered the Control Room
-Reduced spawn time for BLU; removed adjustments capturing points made
-Added more access points to B
-Reduced capture times
-Shifted locations of items; added more
-More polish

Beta 3 Released on October 1st, 2008
-Fixed players getting stuck in spawn doors
-Fixed "one way door"
-Changed respawn times
-Replaced staircase to Control Room with one large ramp
-Added more routes to C for attackers
-Capturing A now opens additional routes to C
-Capturing B now opens main entrance door
-Added an extra route to C for defenders
-Raised walls and added extra cover for B
-Locked Point C until either A or B is captured
-Shuffled item placement; added more
-More polish

Beta 2 Released on September 27th, 2008
-Removed vent system
-Increased cap times for all points
-Made C harder to defend
-Fixed players getting stuck in doorways
-Fixed rocket launch not resetting at round end
-More optimization
-Added more healthpacks
-Fixed respawn times being too long
-Increased brightness in some areas
-Visual details to suggest deathpits
-Capturing B now prevents RED from directly accessing C

Beta 1a Released on September 26th, 2008
-Fixed menu photos not showing
-Fixed misplaced ambient sound

Beta 1 Released on September 25th, 2008
-First public release

Special thanks to all members of the dejavu clan

ultranew_b
10-29-2008, 08:35 PM
Nice Detailing !








-----------------------------------------------------------------------------------------------------------------------
Source Engine levels designed and realized by ultranew_b:
hl2dm_district33 (http://www.lanmaniax.com/maps/html/hl2dm_district33.htm), dod_sora (http://forums.steampowered.com/forums/showthread.php?t=651888), dod_pier (http://forums.steampowered.com/forums/showthread.php?t=651889), dod_flurry (http://forums.steampowered.com/forums/showthread.php?t=651892), dod_U471 (http://forums.steampowered.com/forums/showthread.php?t=651894), dod_V2 (http://forums.steampowered.com/forums/showthread.php?t=651899), dod_copse (http://forums.steampowered.com/forums/showthread.php?t=651901), dod_fall (http://forums.steampowered.com/forums/showthread.php?t=651904)
-----------------------------------------------------------------------------------------------------------------------