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Old 17-05-2010, 15:15
Game
Team Fortress 2
Map Type
Control Points
Released
17-05-2010
Ideal Team Size
6
Teams
2
Downloads
293
Prior Version
cp_obscure_rc4
cp_obscure_rc5
by byte
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(15.46 MB)
Brief Summary about cp_obscure
When i created the sketches for this map i figured it would need to be a fast paced map yet at the same time a ’slow-down’ period on certain points (for example badlands getting to cp3 on the start of the round, to cp4 then when you attack cp5 your team halts (usually) and re-groups to decide which way to attack, sort of a fast-fast-slow paced structure).


I’ve also noticed that another reason why most clans/players like playing those 2 particular maps is because of the “battlefield” enclosed on cap point 3, it offers every class something to feast their eyes on, i.e. scouts canyon, demo spam/area seizing, soldier aggro/defensive, sniper hidden (canyon/house), spy hidden/ninja in canyon/house(s) and so on…


I have tried to mimic this concept but at the same time add a twist into how the team(s) will attack each cap point. Cap point 3 will be interesting when being tested as I’m eager to see what most clans will make of the layout.
I was tempted to call the map cp_risk as certain parts of the map require the team to make a committed risk and not back out (or they can suffer losing the attack) however I believe the idea i put was to make routes obscure from certain classes to solely own an entire team, hence called cp_obscure.


I’d greatly appreciate valid/useful feedback or criticism please for those who are willing to test this map.


Portfolio of cp_obscure so far…
*THIS SITE WILL BE UPDATED VERY SOON*
[Link] – Please note the time lapse clips are incomplete (by about 10/15seconds) due to the map being at rc1 stage
My thanks go to
- Absolute (for the web design and hosting)
- decap for the walkthrough clip
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#2
Old 17-05-2010, 15:16
Australia
36,422 Posts
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vR*valk valk is offline
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.::. Release Notes.::.
- Fixed top red spawn so that you can’t get into the radio room
- Right half room on the right of capture point 1 now has a door rather than just a black wall (this will be improved in the final).
- Fixed alot of fade distances on certain objects they include a cart on cp3 the wooden support on cp3 as well, the boxes disappearing from lobby outside looking to the left warehouse and many others etc.
- Changed the colour slightly underneath the capture point 1, to a darker red/pink colour, CHRIS IF YOU DON’T LIKE IT TOUGH COOKIE! (;x)
- Changed the door at capture point 1 spawn so that a demo or soldier can’t hit the roof anymore.
- Added a new area to the map, i hope you like it i won’t say what you’ll just have to download it and see
- Changes the visual on last with the 3 pipes against the wall now with a shiny glass over them glazing looking less ugly.
- Removed the sign on the right route wall which said “ENTRANCE” on both sides.
- Taunt glitch fixed at cp1 spawn on the left side when you stand on the boxes.
- Fixed the beam sticking out from the ceiling
- Fixed some arrow signs however i’m sure there are a few that need fixing/removing this will be dealt with soon enough.
- Lots of other visuals/bugs fixed just too many to mention.
I’ve also noticed that alot of ppl don’t know this about the map but it does actually snow, if you look up and don’t have gamegear/gameboy settings on you can see snow falling :-).
My thanks goes to Swifty and Baerbal for play testing cp_obscure_rc5. As always many thanks to Larky ^_^.
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11:17 PM - yuri: vr are better than d because d dont play matches
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#3
Old 17-05-2010, 15:28
Australia
36,422 Posts
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vR*valk valk is offline
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screenshots
Attachments:
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11:17 PM - yuri: vr are better than d because d dont play matches
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#4
Old 17-05-2010, 17:43
Sydney
1,542 Posts
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shock's Avatar
shockfights for BLU shock is offline aka Aftershock
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great map, would love to see it more.
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