Forum
ctf_deceit
Created 21st May 2010 @ 23:26
Add A Reply Pages: 1
Deceit b4
The truth is obscured!
currently available in Strawberry Beta flavour!
Download links:
fpsb: http://www.fpsbanana.com/maps/134565
TF2maps: http://forums.tf2maps.net/downloads.php?do=file&id=3654
It would seem that once again the fortress builders have gotten away with building two hostile bases right next door to each other, and neither side has cottoned on to this deceptive money (and gravel) making scheme!
Hidden away behind seemingly innocent buildings, 2 secret bases work tirelessly to uncover alternative power sources in the increasingly desperate times as gravel supplies run out.
Top of the list is a deathray powered only by sandviches. However, it seems the other faction have had similar ideas, and now the bases do little more than fight to try and get a peek at the other team’s plans.
here’s some screenies:
http://forums.tf2maps.net/downloads/ctf_deceit_b3_1_71m.jpg
http://forums.tf2maps.net/downloads/ctf_deceit_b3_3_vjx.jpg
http://forums.tf2maps.net/downloads/ctf_deceit_b3_4_1JY.jpg
http://forums.tf2maps.net/downloads/ctf_deceit_b3_5_16Z.jpg
http://forums.tf2maps.net/downloads/ctf_deceit_b3_2_z1U.jpg
<– sandvich power source for the deathray. it's a work in progress, and results of the deathray vary depending on the quality of the the ingredients. XD
changelog:
b4:
– added a new path to the intel from the courtyard.
– increased the trigger area for most doors.
– prevented sentries from being built on the shelves, creating a very strong height advantage over players entering from the lower entrance.
– added a medkit to the courtyard.
– minor clipping adjustment on the crates on the train flatbeds to prevents players getting stuck against them.
b3:
– added sapper fluid barrels and sapper fluid spills (no-build areas)
– fixed the missing piece of ceiling in blu base.
– fixed some minor clipping issues.
– added some more clutter around the bases.
– added some clutter around the fake door in the courtyards outside the intel rooms to further emphasize that it is not useable
– changed the position of the support beam for the covered walkway/bridge to remove the issue of people getting caught out trying to go through a gap that is too small to fit through.
– added some more details to the skybox.
– spruced up the intel rooms. now they include a shelving unit full of boxes (that we can only assume contain more sandvich ingredients).
b2:
– extended the spawn time a little
– changed the soundscapes
– made a minor change to the sky-lighting
– realised that people will want to get onto certain roofs, so allowed this. (e.g. the roof above the main entrance)
– added a new path out of the base and added geometry to reduce sniper sightlines for the sniper deck and to prevent 2fort syndrome on the new path of of the base.
– further detailing
– expanded skybox
– added more cover to the centre
– extended the edges of the bridge to better hide the sewer entrances from the sniper decks
– added a playerclip ramp to the sewer entrances in the middle to prevent people getting stuck when trying to enter it from the side
b1:
– many, many changes!
a1:
– initial release
Last edited by Ezekel,
updated to beta4. hope you enjoy it
Had a run through it and seemed ok. Would be nice to get a game on it and see how it plays. We need more ctf maps :D
Quoted from Sketch
is there a sandvitch powered deathray explosion in the enemy teams base if you win?
nope, but that would be a pretty cool addition. i’ll look into seeing if i can get it to happen.
Quoted from RareSpycrab
Had a run through it and seemed ok. Would be nice to get a game on it and see how it plays. We need more ctf maps :D
glad you like it :)
if you do manage to organise a game of it with some peeps, let me know. i’d love to join in :)
oh and shameless plug since you said you need more CTFs:
underhanded
underside (i know the visuals aren’t amazing, but the gameplay has always felt alright)
Add A Reply Pages: 1