- Dec 10, 2008
- 964
- 275
CTF_Facade, a capture the flag map by Owlruler
This is my entry into the contest. Blu must destroy strategic red locations in order to advance and destroy the red's base.
This map has eplosions, and lots of them. It seems both TMP and I have had the same idea that everything has to end in an explosion.
Current Custom Content:
Shmitz - Intel Pedistal
Zpqrei - overlays
Change log:
a1s1 - initial release
a2s1 - changed the sky and added a new light_env
- added more cover in places like the final area and long tunnel
- hopefully prevented as much spawncamping as there was by sentries.
- added new route caused by the explosion
- made the spawn door non-flag holder only so now you can change
classes without dieing.
- added new supply locker outside the door in the blu spawn.
- move the health and ammo around a bit.
a3s1 - added new advanced spawnroom for blue to reduce feel of size.
- reduced spawn times.
- did a bit more detailing
- built cubemaps
a4s1 - Fixed the spawn times. (again)
- more detailing.
- more cover.
This is my entry into the contest. Blu must destroy strategic red locations in order to advance and destroy the red's base.
This map has eplosions, and lots of them. It seems both TMP and I have had the same idea that everything has to end in an explosion.
Current Custom Content:
Shmitz - Intel Pedistal
Zpqrei - overlays
Change log:
a1s1 - initial release
a2s1 - changed the sky and added a new light_env
- added more cover in places like the final area and long tunnel
- hopefully prevented as much spawncamping as there was by sentries.
- added new route caused by the explosion
- made the spawn door non-flag holder only so now you can change
classes without dieing.
- added new supply locker outside the door in the blu spawn.
- move the health and ammo around a bit.
a3s1 - added new advanced spawnroom for blue to reduce feel of size.
- reduced spawn times.
- did a bit more detailing
- built cubemaps
a4s1 - Fixed the spawn times. (again)
- more detailing.
- more cover.
Last edited: