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cp_glacier, a gravelpit style map in a winter theme
Created 8th July 2009 @ 03:31
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Hello all european competitive players of TF2 :)
cp_glacier is now a release candidate, which means that there won’t be much more change before it hits final.
I have been working on this map for quite some time now and I believe it should be rather interesting to play especially competetively.
In cp_glacier, A and B are very closely balanced, unlike gravelpit where A is alot easier to capture. This has been my main focus since the beginning of the map; so if you guys have got some balance feedback between A and B later on, let me know!
Here are some screenshots if you’re interested!
Control point A area:
http://files.getdropbox.com/u/99714/Public%20screenshots/cp_glacier/rc/cp_glacier_rc0025.jpg
Control point B area:
http://files.getdropbox.com/u/99714/Public%20screenshots/cp_glacier/rc/cp_glacier_rc0023.jpg
Control point C area:
http://files.getdropbox.com/u/99714/Public%20screenshots/cp_glacier/rc/cp_glacier_rc0022.jpg
Top-down layout screenshot (Beta 2): http://files.getdropbox.com/u/99714/Public%20screenshots/cp_glacier/glacier%20beta%201%20layout.jpg
If you want to try it out, roll over to FPSB and download it here:
http://www.fpsbanana.com/maps/101085
Looks nice :o
i played it when still in alpha. looks cool. I’m gonna try it
wow very nice style good job :o
ninjaedit: played it both teams :) i rly like the style but there are so much ways that it could be hard for overview :x
played in alpha, it’s really good!
Wow, this came a long way since I last checked it out. I love how almost all the roofs are accessible, though I would make the lights on B accessible as well, if only for consistency. Also I still don’t like the deadly ice water, very easy to get knocked over by rocket spam unless you’re attacking B from the rear.
Also even though it doesn’t affect the map I would change the small railing overlooking the turbines on the way to A into a glass window, as the invisible wall there is a bit misleading.
I will not cover up those holes. They aren’t that obtrusive once you know where the most dangerous ones are. Besides; changing direction in mid-air isn’t exactly hard :)
As for that room at the BlueSpawn -> A Path; I’ll make a window there or something.
Thanks for the feedback!
downloading now, gonna have a look through
P.S: Glacier reminds me of UT2K4 :)
Edit: Had a look through. Very soldier/Force-A-Nature friendly map by the looks of things. Really complex in the way that there are loads of paths to choose, but I wouldn’t say this makes it a bad map. Not sure how it would fair in a competitive gamestyle tbh, but looking forward to the tests.
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