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cp_swerve_a2

Created 12th February 2010 @ 18:07

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Mark

Phase

Hi guys, cp_swerve is a 5 cp map, taking inspiration from the Team Fortress Classic map openfire. The defining feature of this map is sets of lasers that initially block select routes from the opposing team, however, once the second point is capped, the lasers are turned off (until the point is recapped). This allows a number of different routes to be used for attacking cp1 (or for the defenders to flank cp2!).

So far it has been tested in 12v12, highlander and 6v6, and the response so far has been very positive.

Screenshots:

CP1: http://forums.tf2maps.net/geek/gars/images/6/2/8/5/cpswervea1cp1.jpg
CP2: http://forums.tf2maps.net/geek/gars/images/6/2/8/5/cpswervea1cp2.jpg
CP3: http://forums.tf2maps.net/geek/gars/images/6/2/8/5/cpswervea1cp3.jpg
Overview: http://forums.tf2maps.net/geek/gars/images/6/2/8/5/cpswervea1overview.jpg

Download: http://knifeback.co.uk/km/cp_swerve_a2.bsp

Mirrors: http://rapidshare.com/files/349371595/cp_swerve_a2.rar.html
http://www.mediafire.com/?d13mmmigj2m
http://uploading.com/files/f65e2c2a/cp_swerve_a2.rar/

Known bugs:
– Some minor clipping issues on cp1
– You can jump on the roof of blu’s spawn (only clipped red’s side!!)

Changelog

11 Feb 09 – a2 released
– Fixed clipping issues on CP1
– Added patches under every health/ammo pack
– Fixed some texture misalignments on CP3
– Fixed bug where you could shoot through spawn doors
– Reduced the volume of the lasers ambient sound (probably needs to be lowered even further)

11 Feb 09 – a1 tested

Thanks to:
– Demourge
– ForgottenCake
– Knifeback Mountain


Last edited by Mark,

Inuy

#sadboys

seems cool, need to test this asap.

huhystah

I will test it later. Seems to be good enough.

Cake

-gS-

Awesome.
Great use of my re-design of the original Openfire. Keep up the good work. :)

demsii

EPA

naturally this is only an alpha and there’s quite a few changes planned already, but this is just so people can have a taste of it and might come up with some ideas and stuff and see if they like it :)

already played it twice yesterday and they were quite positive, so that’s good. :)

CanFo

(Legend)
[HA]
#T4F

Screenshot links are broken

demsii

EPA

Quoted from CanFo

Screenshot links are broken

works fine here ;o

octochris

(0v0)

Needs some graphical improvement (esp. at cp1/2), but that’s to be expected since this is alpha, I suppose.

Otherwise looks sound. Nice work! :)

Buck

why on every alpha map theres someone like this?
“lawl lawl graphical improvements plox lawl”

Because all the call kids want to have custom maps with shitloads of graphically cool stuff so they can just stand there looking at things and whine about fps.

n00ne

I’ve played this in 6on6’s , it really is an awesome map. Give it a try

octochris

(0v0)

Quoted from Buck

why on every alpha map theres someone like this?
“lawl lawl graphical improvements plox lawl”

Last time I looked, graphics were a contributing factor to a good map.

Quoted from Sturmis

Because all the call kids want to have custom maps with shitloads of graphically cool stuff so they can just stand there looking at things and whine about fps.

This is a game, no? I’d like to see some nice landscapes as well as some good tactical design. The latter is more important, but there’s no harm in having the former.


Last edited by octochris,

Buck

whine about that in RC not Alpha.

octochris

(0v0)

Quoted from Buck

whine about that in RC not Alpha.

If you genuinely consider my first post in this thread to be “whining”, not to mention the fact that I specifically said “but that’s to be expected since this is alpha”, then you have serious problems with interpretation.

Would you guys like to keep this thread on topic?


Last edited by octochris,

Mark

Phase

It’s no big deal, obviously I’ll work on aesthetics while refining the layout. Any suggestions would be cool.

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