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Titan
cp_titan_b3
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Ultimately decommissioned in 2006, the Titan family of rockets were considered too expensive and too finicky compared to alternative rocketry technology to be used in mainstream space exploration. Fortune favors a thrifty shopper however, and as the Titan I was phased out for its successor, RED and BLU both scrambled to snatch up the memoirs of the past decade of expendable rocketry. Seeing an exploitable opening, both groups feverishly worked on retrofitting the technology into their own plans of world domination, and though the aforementioned fortune can be kind, it can also maintain a sense of irony - for now both RED and BLU have each other in the crosshairs, rockets pointed squarely at each other.
With three control points per side, controlling the forward base that oversees the transportation of rocketry parts is only the first step. You'll need to then capture their storage shack which houses technological marvels from decades past, as well as their fuel reserves. Finally, you're ready to strike at your final goal - the control point directly behind the rocket in their control room terminus. Sabotaging their rocket will assure victory for your side, as well as assuring their carefully laid plans (as well as their base) goes up in an explosion of steel and fire!
Amongst the lingering smell of Dinitrogen Tetroxide and Hydrazine, Builders League United and Reliable Excavation Demolition are now locked in an ever-increasing battle of wills, fingers poised over the launch buttons, and only the cooperation of their respective team to assure victory over the other side.
You don't have to be a rocket scientist to blow up a rocket. Guns and ammo work just as well.
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Notes:
Any feedback and suggestions are welcome!
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08-24-2009, 09:00 PM
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#1
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L3: Junior Member
Rikka is offline
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Six point?
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Eh.....neh.....meh
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08-24-2009, 10:25 PM
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#2
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L1: Registered
Zenny0004 is offline
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Quote:
Originally Posted by Rikka
Six point?
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Yes that is not a typo; there are in fact 6 control points. I wanted to make things interesting with this map by taking out the neutral control point from the start of the map. I feel like this brings in a whole new dynamic to the game play because there's no longer the incentive to massively rush one point in which a massacre ensues to one team and the rest of the map is pretty much over from there. I wanted there to be a bit more strategy used for the start of the map, since your not only trying to capture the enemies forward base but protect your own at the start. As for layout, each team starts the map with 3 control points contained within a rocket room, a courtyard, and a forward base. I hope this clears up your question? Download the map and try it out, let me know what you think!
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08-25-2009, 03:55 AM
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#3
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Veteran Member
Dr. ROCKZO is offline
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Eenteresting. If I remember to make it to gameday, I'l feedback.
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Or Something...
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08-25-2009, 04:20 AM
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#4
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L2: Member
Memento Mori is offline
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Quote:
Originally Posted by Zenny0004
Yes that is not a typo; there are in fact 6 control points. I wanted to make things interesting with this map by taking out the neutral control point from the start of the map. I feel like this brings in a whole new dynamic to the game play because there's no longer the incentive to massively rush one point in which a massacre ensues to one team and the rest of the map is pretty much over from there. I wanted there to be a bit more strategy used for the start of the map, since your not only trying to capture the enemies forward base but protect your own at the start. As for layout, each team starts the map with 3 control points contained within a rocket room, a courtyard, and a forward base. I hope this clears up your question? Download the map and try it out, let me know what you think!
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Yeah, part of the tactic is actually knowing when you've lost and pulling out with your team intact.
I think you'll have a problem with this map, 2fort style where neither team is coordinated enough to push together, so it ends up defending/turtling from a few scouts/spies etc
Last edited by Memento Mori; 08-25-2009 at 04:29 AM..
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08-25-2009, 09:47 AM
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#5
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L1: Registered
Zenny0004 is offline
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Quote:
Originally Posted by Memento Mori
Yeah, part of the tactic is actually knowing when you've lost and pulling out with your team intact.
I think you'll have a problem with this map, 2fort style where neither team is coordinated enough to push together, so it ends up defending/turtling from a few scouts/spies etc
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I can understand your worry about the map becoming a stalemate right off the start however that all comes down to how the map is laid out. With this map I tried to give players several different routes into the forward base of the enemy. For example the waterway in the map, this gives players easy access to come around from the enemy’s courtyard and attack from behind, or to get access to the upstairs of the forward base. Also for soldiers and demoman they are able to rocket/sticky jump to the platform outside of the enemy forward base to gain access to the upstairs. Lastly you have the obvious entry into the enemy base with the doors on each side allowing you to enter the front of the downstairs level. Playtesting will play a major role in adjusting any major turtling problems that might arise with this map as it goes through creation. I highly encourage you to download it and take a good walk through it and let me know what you think.
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08-30-2009, 07:07 PM
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#6
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L1: Registered
Zenny0004 is offline
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cp_titan_a2 is now available for download!
Map Fixes from cp_titan_a1 to cp_titan_a2
- Fixed the water not aligning properly
- Fixed the trains so they properly instant kill players in their path
- Fixed the lighting overloading the entdata in the map
- Corrected the lighting contrast in certain areas the map with the env_tonemap_controller
- Fixed the cubemaps overloading the entdata in the map
- Added more overlays and props to the map in key areas
- Fixed players getting stuck trying to exit the water and enter the pipes
- Corrected the windows on the red side forward base misaligned with the wall
- Corrected the block light misaligned with the forward base windows
- Turned off the particles before building cubemaps so they aren't baked in
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09-07-2009, 04:33 PM
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#7
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L1: Registered
Zenny0004 is offline
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cp_titan_a3 is now available for download!
Map Fixes from cp_titan_a2 to cp_titan_a3
- Adjusted the bonus time for capturing a control point
- Adjusted the size of the neutral area
- Added detailing to the forward base
- Started to detail some of the courtyard
- Rearranged the staircase outside the forward spawn of the forward base
- Adjusted health and ammo locations on the map
- Added health and ammo spawn hints on the map
- Fixed prop misalignment in some sections
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09-15-2009, 12:55 AM
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#8
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L1: Registered
Zenny0004 is offline
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cp_titan_a4 is now available for download!
Map Fixes from cp_titan_a3 to cp_titan_a4
- Started detailing out the map more in a snow theme
- Changed the rain particles over to snow particles
- Lowered the smoke particles emitting out of the rockets
- Added area portals into the map
- Restructured the second point into a house to have more cover
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09-21-2009, 11:46 PM
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#9
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L1: Registered
Zenny0004 is offline
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Come on guys where's the feedback? I'm currently working on the next alpha version of the map but I need constant feedback to improve the map. A map without feedback creates a flawed and bugged map that the community won't like. I want to make this one of the best maps I can and need your help, so tell your friends and download a copy of the map. Any feedback is appreciated! If you really like something tell me about it, if you think something needs more work bring it to my attention. Thanks again for your help!
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