Fresh from porting Mach and inspired by Mr. Parlay's Stronghold castle theme, I had a strong desire to make an original "castle" map of my own. Since CTF doesn't work quite as well in TF2 (in my opinion), this is a CP map similar to Dustbowl in that it has 3 individual areas and is attack & defend.
Stage 1 (7.5 minutes): Meant to be fairly easy for a pushing offense to capture
Stage 2: (add 4.5 minutes per CP): Meant to be somewhat more difficult for an offense to capture, but with sufficient time given it should be attainable
Stage 3: (add 4.5 minutes per CP): This is meant to be the most difficult to capture of the 3, but there should be a good amount of time accumulated by now if offense is doing well.
Castle - cp_castle ===================================================== MAP INFORMATION- Title: cp_castle Version: Final 1.0 Filename: cp_castle.bsp Created By: David Lohmeyer - REV6|VilePickle Author Email: firstname.lastname@example.org Type: CP - Dustbowl style Web: http://www.vilepickle.com Compile Date: 10/25/2007 Development Cycle: Beta 1 -> Beta 2 -> Beta 3 -> Final 1.0 ====================================================== FINAL 1.0 CHANGES: Stage 1- -Added small health/ammo to far dropdown entrance of inside castle. -Added a wall inside the castle to prevent excessive sniper spam. -Wood fences added inside the castle. Stage 2- -An additional CP has been added to this area half way through. It will add 4.5 minutes to the timer when taken. -More crate cover added to far path. -A wall has been added to the far path to block LOS to the red resupply, cutting down on sniper spam. -Tweaked some health and ammo packs. -The wall leading to the last CP has switched sides in attempt to bring better flow to the CP. Stage 3- -The main bridge has been redone visually and now has a cover over it. This should also help with excessive sniping. -Soldiers can no longer unintentially get on top of the starting wall. -Tweaked some health and ammo packs. -Some wall locations have been adjusted inside the final fortress to increase flow to the last CP. -Additional signs added. General- -Visually many details have been added everywhere. -More optimization added in every area. -Sun brightness reduced slightly. -All areas now have 18 spawn points assigned. -Many flatter areas have been modified to be more uneven. -Rocks have been recolored to better match the surroundings. -All CP's now take 6 seconds to capture. This is a small change only to area 2. -Timers have been revised with the addition of the double-CP areas. The net result is mostly identical timings, but it has been streamlined. They are as follows: Area 1 - Start: 7.5 minutes Area 1 - Capture: Add 4.5 minutes Area 2A - Capture: Add 4.5 minutes Area 2B - Capture: Add 4.5 minutes Area 3A - Capture: Add 4.5 minutes ---------------- BETA 3.0 CHANGES: Stage 1- -Added another door on the right side inside the castle for offense. -Time to capture the CP has been reduced 2 seconds. -Added more sniper cover in the castle itself. -Players can now rocket jump on top of the middle wall inside the castle. Stage 2- -Time to capture the CP has been reduced 1 second. -Sniper cover has been added near the defense resupply. -Extra exit added to red resupply to prevent excessive spam. -Tweaked the size of some ammo and health, and added some health/ammo for offense. Stage 3- -A new CP has been added to this area before the bridge for offense to capture. This will give an additional 4 minutes to capture the last area when taken. -An additional "bridge" to the castle has been added in the form of a wooden plank halfway across the canal. -Extra exit added to red resupply to prevent excessive spam. -Tweaked the size of some ammo and health. -Health kits added in several locations for offense. -Added cover in two locations inside the castle against "sniper spam". -Time to capture the last CP has been reduced 2 seconds. General- -Issue with respawn walls showing up on a delay in some cases should be fixed. -All round timers have had 30 seconds added to them, bringing the timers to 7.5 minutes. -Various visual tweaks and additional signs added. ---------------- BETA 2.0 CHANGES: Stage 1- -Increased timer from 4.5 minutes to 7 minutes. -Added a second resupply locker to blue's starting spawn. -Added cover inside and outside. -Added an alternate path to the CP, closer to the far right castle entrance. -Removed health and ammo from the CP platform. Stage 2- -Added cover to the far hall. Stage 3- -Removed invisible wall near red resupply. -Modified down the size of ammo packs for defense. General- -Tweaked sun color and intensity ====================================================== DEVELOPMENT: Program: Hammer Known Bugs: None Compile Time: 7.5 hours (-final compile) HDR: Yes Compile PC: Core 2 Duo 6400, 2GB RAM ====================================================== THANKS TO: Textures: Team Fortress 2 Testers: Xil, Flatline ====================================================== INSTALLATION: Extract the zip file to ...Steam/steamapps/$$Your Steam ID$$/team fortress 2/tf/maps Create a server with cp_Castle ====================================================== ©2007 David Lohmeyer. All Rights Reserved Team Fortress 2 is a registered trademark of Valve Software.
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