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[Contest Entry WIP] cp_energy

Created 17th March 2009 @ 18:59

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teh_pwnisher

A five control point map set in some alpine hills, the theme energy comes from red extracting coal and blu nuclear fuel, and the hydroelectric dam in the middle of the map.
The map is U shaped, and working as a coordinated team is essencial for victory.
(03/28/09)
SECOND BETA
http://www.fpsbanana.com/maps/86981
Screens and download at the link
————————————
03/28/09
BETA 2
cp_energy_b2_1
-Changed layout for the upper route to CP1
-Lowered containers
-fixed bugs and exploits
——————————–
cp_energy_b2_1
Attack/defend strategies

Middle cap.

Dominating the heights is crucial when either attackin or defending here.
When attacking, scouts must take advantage of enemies blind spots and go by the according route.
Demomen should try to cover as many routes as possible when attacking, to ensure a safe jorney of his teammates, Focusing on either the tunnes or the dam.
Soldiers should be mobile and use the many height advantages here.

When defending, killing the enemy scouts is crucial, because they are the ones that can travel easily throught the many tunnels in this area.

Second cap.

A defending demoman should focus on either the tunnels to the north of the cap. or the house to the left. Other classes should cover the demoman’s blind spot and try to break the attackers while defending the main wall.

Attacking soldiers should hop into the main wall and spam rockets, whilst scouts go throught either the tunnels or the house, once they break through, using the bunkers to defend themselves and attack/ distract enemies, so that the rest of the team can invade.

Final cap.
Dominating the containers is crucial, for either the attackin or defending team.
Throwing enemies to lower ground is good too, for both teams.

SPECIAL CLASSES STRATEGIES

A pyro can be best used to defend the tunnels, and ambush the enemy team through them.

Engineers can find great sentry spots on the second cap. in the bunkers

Heavies can be great for defending chokepoints, or ambushing through the tunnels.

Due to the size of the map, spies can backcap the final cap easily when played right.

Nigh

¿
TF2.ro

looks good

r3sp

last point looks cool

nemppu

mmm.

looks cool so far bro, keep on working on it!

teh_pwnisher

First beta released!
screenshots and dl at the link
http://www.fpsbanana.com/maps/86981

teh_pwnisher

Second beta – DL link updated
03/28/09
BETA 2
cp_energy_b2_1
-Changed layout for the upper route to CP1
-Lowered containers
-fixed bugs and exploits

This is my final entry for this contest. Strategies will be added to the main post.

Defur

the ones who has played this map,
Is this a sniper controlled map?

teh_pwnisher

A good sniper can pin down the enemy team on the middle point, but only there, and only if the enemy team hasn’t got a counter for the sniper.

wer

tfortress.no

it looks like a good map :)

but it should have rotational symmetry, and not mirrored :/

but maybe it’ll work out, i havent tried it yet

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