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#1  
Old 27·7·2008, 22:43
cp_outback_s1_b1
By Arnold J. Rimmer
Game:
Team Fortress 2
Map Type:
Control Points
Released:
27·7·2008
Ideal Team Size:
8
Teams:
2
Downloads:
9
Download Now (6.74 MB)
Cp_outback_s1_b1: A new dustbowl style cp map. I've always enjoyed dustbowl, so I decided to make a map in the same vein. The BLU team must attack from their staging post around a mountain and into the RED's hidden rocket base.

At the moment the first stage is nearly complete, but it requires beta-testing for balance. No doubt you'll notice the somewhat flat right cliff faces and the missing 3d skybox; however, without all three stages in place, I can't really add them yet without it possibly looking stupid.

Apart from that, the map is fully functional and playable for the two teams. Enjoy!
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#2  
Old 28·7·2008, 01:03
Location: Australia
Posts: 11
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-?!-Rimmer22 Rimmer22 is offline
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Some screenshots:









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#3  
Old 28·7·2008, 01:33
Location: Sydney
Age: 23
Posts: 5,566
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[AFO]OnionS OnionS is offline
ozfortress league admin
-- Begin Transmission --
purple cap point
-- End Transmission --
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#4  
Old 30·7·2008, 16:06
Location: Australia
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su.eurO eurO is offline
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looks ok. anyone tried it yet?
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#5  
Old 30·7·2008, 21:29
Location: Australia
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¿vp vp is offline
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Had a quick play on it yesterday with some ctp boys.
Decent map, though i think its a bit too open, and there are so many complex tunnels, i just avoid them completely, heck even the spawn is a bit too big, too many pathways out there aswell.
I was only playing 2 v 2, and it seemed huge, though maybe this map could be a good 12 v 12 map with a few changes.
Good first effort though rimmer.
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#6  
Old 30·7·2008, 22:31
Location: Australia
Posts: 11
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-?!-Rimmer22 Rimmer22 is offline
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Hmmm, yeah, I've largely received the same sort of feedback from CtP. I've started modifying the map a bit to change it, however, one design aspect was always that it would be a little more open than the standard Valve maps. But not too much.

So far I've:

- Moved the second point area closer to the first for less legwork. Also has the advantage of shortening the long tunnel from the underground room to the second point area.
- Changed some of the ammo/health packs to large

I'll also be adding buildings like shacks or sheds so that engineers can build sentries in them without being left too vulnerable from counter-attack (vulnerable, but not so that it's pointless to build there), plus I'll be making them so that it tightens the map up a bit without sacrificing too much open space.

As for BLU spawn, I originally made it like that as a parallel to Dustbowl's first stage, but I'm considering moving the spawn room around in the building to shorten the corridors in there.

Thanks for the comments so far guys
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