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cp_overdust

Created 6th November 2009 @ 23:52

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RogerM@sters

Beta 2
The map cp_overdust orients to the gameplay style/capture point method of cp_Gravelpit. regarding the maptheme i tried to conform to the typical tf2 standard look.

Point B:

http://img23.imageshack.us/img23/9972/cpoverdustb20009.jpg
http://img688.imageshack.us/img688/6222/cpoverdustb20000.jpg

Tunnel of linking for A and the B:

http://img94.imageshack.us/img94/7546/cpoverdustb20006.jpg
http://img199.imageshack.us/img199/8972/cpoverdustb20005.jpg
http://img696.imageshack.us/img696/8458/cpoverdustb20010.jpg

Point A ,changes of size :

http://img197.imageshack.us/img197/97/cpoverdustb20004.jpg
http://img42.imageshack.us/img42/4494/cpoverdustb20003.jpg

Respaw Blue:

http://img14.imageshack.us/img14/5918/cpoverdustb20002.jpg
http://img685.imageshack.us/img685/2578/cpoverdustb20001.jpg

Tunnel, B for the C :

http://img694.imageshack.us/img694/3898/cpoverdustb20007.jpg

Point C :

http://img23.imageshack.us/img23/4451/cpoverdustb20008.jpg

Download:
http://www.ozfortress.com/maps/TF2/cp_overdust_b2

Morty

RG

looks interesting..

trainRiderJ

There is a very long narrow corridor for snipers going from the train car at the front of A all the way down the tracks to blue spawn. Blue has to cross the sightline to get to A or B. It’s also the only way to get directly to A from blue spawn, which makes it a huge deathtrap.


Last edited by trainRiderJ,

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