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[Contest Entry WIP] Waste (CP) UPDATED 1.1
Created 18th March 2009 @ 06:04
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Waste (CP) Build 1.1 IMPORTANT: cp_waste.bsp is an update for cp_waste_final.bsp. Please update accordingly.
by Eric “Icarus” Wong
Download from FPSBanana
Download from TF2Maps.net
Control Points
Waste (PL) has been extensively reworked and customized for 5-CP push play. Waste places an emphasis on occupying the upper levels first in order to maintain control over the various control points.
Watch the intro movie!
Objective:
To win each team must own all five Control Points.
Other Notes:
Control Points cannot be captured while they are locked.
INSTALLATION:
Unpack the contents of the .rar into your tf directory. Keeping the folder system intact
will allow you to see the thumbnail in the Map List.
FILES:
cp_waste.bsp ;The map itself
cp_waste.bik ;Intro movie file
cp_waste.res ;Intro movie captions
menu_thumb_cp_waste.vtf ;Map list image
menu_thumb_cp_waste.vmt ;Map list thumbnail
readme_cp_waste.txt ;Important information
CHANGELOG:
cp_waste.bsp
– Improved symmetry between sides
– Modified final CPs to make it easier to defend
– Extended capture time on final CPs
– Increased spawn times for 2nd forward spawn
– Added a barrier at the main entrances to bases for a less perilous push towards the center CP
– Improved visuals
– Improved optimization in the indoor areas
Special Thanks:
A Boojum Snark — Entity guru/actor
Kronixx — Actor
Nem0 — Actor
MungoKing — Actor
[AoC] Clan — 6v6 Testing
http://www.tf2maps.net — for all their support and gameday servers
Clan Woof — for being awesome
Team Fortress 2 Fort — 6v6 Testing
Sawks — 6v6 Testing
Whoa interesting decision Ikem. It’ll be interesting to see whether it works as a 5 CP map.
well if the PL version works, then why wouldnt the CP version work? xD
Nice, do want ( to test it ).
cos theyre different game modes?
I ran thru it solo and it was a fun run through! Gl on finishing it up or whatever you are up to
“well if the PL version works, then why wouldnt the CP version work?”
thats a perfect reason why it shouldnt work. (not saying it doesnt)
the map seems ok, gj ikem
Everyone’s calling him ikem now, wtf.
Anyway, I think it’ll work out fine since I ran through the pl version the other day and by nature it’s setup almost exactly like a CP map.
I was actually thinking about it today, and I haven’t looked at the CP one yet, but it would seem like a few areas would have to be changed up since they put a lot of focus on the cart path. But that’s a general comment, I should probably give it a look :|
When there were gates on cp_granary it was generally hated, hence why we used a non-gated version in leagues.
On a map like cp_well I think it’s alright, as you still have some interaction between the two teams before the gates open (you can jump up on the trains, you can use kritz and kill the medic before the gates open, etc.)
I think your safest bet is to not use gates, but if you think you can use the gates in a way that makes it interesting instead of boring, then try it.
fyi, i didnt make this map :P
but i think it is actually great as a 5cp push
Due to popular demand, Beta 2 has been released! This update removes the setup gate logic, as well as several minor visual improvements.
http://www.fpsbanana.com/maps/85578
maybe put some cover on the secound floor on 1st/5th point?
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