- Aug 13, 2011
- 65
- 13
Hi there, TF2 mapping community! I've mapped for years now for several games and such, but I never had the determination to finish anything, to make anything "for real". But not this time! This time, I mean it!
What is this map?
- I introduce a new gamemode, invented by me, designed by me and you best hope... yeah lame joke
- A symmetrical map, relatively small
- A map in it's first stage of public testing. That means dev textures all over the place!
What is this new game mode all about?
- There are 5 Control points. All of them are locked.
- The goal of the map is to capture all five Control Points.
- In the middle of the map, there is a neutral intelligence.
- Whichever team gains control of the intelligence by taking it to it's base is able to capture the control points. The intelligence stays at it's owner's base.
- Captured Control Points are instantaneously locked to prevent the enemy team from capping them back.
- Stealing the intelligence from the enemy base and taking it to your own, inverts the lock/unlock status of all CPs; effectively meaning:
- Only the team in posession of the intel are able to cap the enemy's CPs.
What's the purpose of uploading it here?
- The map's gameplay shall be in the focus. Making it pretty is for later.
- If someone has a great idea how to name it, feel free to post it here.
- Feedback on how the map plays and feels, whether it is too fast-paced or if the CPs' captime is too high or too low or whatever is greatly appreciated.
Have fun!
---
Known issues:
- The basement has some superfluous space. That is due to the fact that I was making an additional route from the basement to the enemy intelligence place, which I shut down temporarily until I feel more secure about the rest of the map's architecture / gameplay.
- The wall to which the intelligence capture zone is attached kind of stands there in the middle of nowhere. I want to include it into the complex but came across a creative block, not knowing how. (So I uploaded it here)
What is this map?
- I introduce a new gamemode, invented by me, designed by me and you best hope... yeah lame joke
- A symmetrical map, relatively small
- A map in it's first stage of public testing. That means dev textures all over the place!
What is this new game mode all about?
- There are 5 Control points. All of them are locked.
- The goal of the map is to capture all five Control Points.
- In the middle of the map, there is a neutral intelligence.
- Whichever team gains control of the intelligence by taking it to it's base is able to capture the control points. The intelligence stays at it's owner's base.
- Captured Control Points are instantaneously locked to prevent the enemy team from capping them back.
- Stealing the intelligence from the enemy base and taking it to your own, inverts the lock/unlock status of all CPs; effectively meaning:
- Only the team in posession of the intel are able to cap the enemy's CPs.
What's the purpose of uploading it here?
- The map's gameplay shall be in the focus. Making it pretty is for later.
- If someone has a great idea how to name it, feel free to post it here.
- Feedback on how the map plays and feels, whether it is too fast-paced or if the CPs' captime is too high or too low or whatever is greatly appreciated.
Have fun!
---
Known issues:
- The basement has some superfluous space. That is due to the fact that I was making an additional route from the basement to the enemy intelligence place, which I shut down temporarily until I feel more secure about the rest of the map's architecture / gameplay.
- The wall to which the intelligence capture zone is attached kind of stands there in the middle of nowhere. I want to include it into the complex but came across a creative block, not knowing how. (So I uploaded it here)
Last edited: