- Dec 16, 2008
- 87
- 15
CP Power
Author: Andrew 'Drexen' Warrender
Version: Final
File Size: 20.4MB
This is my gravelpit type 3 cp attack/defend map for the ozfortress 'So you think you can map '09' competition.
http://www.ozfortress.com/showthread.php?t=34279
Final version has been released.
Download link
Final version: http://tf2newbs.com/newbs_upload_vault/cp_power_1.zip
This map started out really badly. Getting the gameplay to work well for less people per team was very hard. I started off with there being no defined pathways to the capture points and people found it very hard to find some of the points.
When I released alpha 4 i did a total re-jig of the maps layout to hopefuly make the gameplay better. The basic layout was good but the capture points themselves were sometimes too hard to defend or too hard to capture.
After about a month, I had started detailing and i released alpha 5. All the versions that followed were just more detailing and fine tuning of the gameplay and before long i had released beta 1.
There wasn't much change between beta 1 and the final, only some moving around of health/ammo packs and more detailing.
Overall I have learned a lot from this competition, getting the gameplay good was definetly the hardest part but definetly this competition was a lot of fun.
Thanks again.
Author: Andrew 'Drexen' Warrender
Version: Final
File Size: 20.4MB
This is my gravelpit type 3 cp attack/defend map for the ozfortress 'So you think you can map '09' competition.
http://www.ozfortress.com/showthread.php?t=34279
Final version has been released.
Download link
Final version: http://tf2newbs.com/newbs_upload_vault/cp_power_1.zip
This map started out really badly. Getting the gameplay to work well for less people per team was very hard. I started off with there being no defined pathways to the capture points and people found it very hard to find some of the points.
When I released alpha 4 i did a total re-jig of the maps layout to hopefuly make the gameplay better. The basic layout was good but the capture points themselves were sometimes too hard to defend or too hard to capture.
After about a month, I had started detailing and i released alpha 5. All the versions that followed were just more detailing and fine tuning of the gameplay and before long i had released beta 1.
There wasn't much change between beta 1 and the final, only some moving around of health/ammo packs and more detailing.
Overall I have learned a lot from this competition, getting the gameplay good was definetly the hardest part but definetly this competition was a lot of fun.
Thanks again.
Last edited: