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cp_stark

Created 4th May 2010 @ 02:03

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YM

cp_stark by YM
A standard 5cp map set in a snowy spring night.
I finally got around to finishing it up to beta :)

Images:
http://dl.dropbox.com/u/2126504/keeps/cp_stark_b2_1.jpg
http://dl.dropbox.com/u/2126504/keeps/cp_stark_b2_2.jpg
http://dl.dropbox.com/u/2126504/keeps/cp_stark_b2_3.jpg

Downloads:
http://forums.tf2maps.net/downloads.php?do=file&id=2196&act=down
http://dl.dropbox.com/u/2126504/keeps/cp_stark_b2.zip
http://www.fpsbanana.com/maps/133533

Please enjoy, I’ll be highly appreciative of all feedback you have.

(nice promo pic if thats your kind of thing: http://dl.dropbox.com/u/2126504/keeps/stark_promo_b2.jpg)


Last edited by YM,

AnimaL

is it good?

Largos^

PRO

good: is it?

ilike2spin

RLM

Looks great but possibly because i like the look of a night time map.

d2m

vertex »
derptex9

This is pretty :D

achy

yeyeyey a night time map about time, looks sexy

ilike2spin

RLM

After having a quick look around the map, I really like the look of mid point, plenty of height differences making sollys important but also quite open so the potential use of a sniper.

Last point is quite nice i think with plenty of places which are safe to stand (for a medic) but in doing so you don’t cover all the entrances, some long lines of sight might make snipers viable for picks.

I didn’t like second point much really, it seems too cluttered with the barrels and such, also there are only two exits leading from second point to last, one of which splits into 2 after the choke point. Maybe add a little door to the far left like the one on first point of gorge (right side as looked at by a defender). Otherwise I could see two exits being easily held by a demo. Having said that there are plenty of roots elsewhere in the map.

I’d love to play a pickup or pcw on this map to see how it plays if anyone is interested?

Randdalf

(0v0)

MNM #6? (Assuming new freight is the next one)

Harlski

Quoted from ilike2spin

After having a quick look around the map, I really like the look of mid point, plenty of height differences making sollys important but also quite open so the potential use of a sniper.

Last point is quite nice i think with plenty of places which are safe to stand (for a medic) but in doing so you don’t cover all the entrances, some long lines of sight might make snipers viable for picks.

I didn’t like second point much really, it seems too cluttered with the barrels and such, also there are only two exits leading from second point to last, one of which splits into 2 after the choke point. Maybe add a little door to the far left like the one on first point of gorge (right side as looked at by a defender). Otherwise I could see two exits being easily held by a demo. Having said that there are plenty of roots elsewhere in the map.

I’d love to play a pickup or pcw on this map to see how it plays if anyone is interested?

yeah pcws on this map ftw.

Do want an MNM of this map, it looks awesome.

ilike2spin

RLM

Man the MNM was such a good idea.

it is good?

Greg

SNNOOOOOOOOOOOOOOOW! *rage*.. thats mainly because I use default crosshairs. Map does look good though :D

YM

Hey guys, I hope you liked _b1. _b2 is out today with a whole bunch of changes.

All the links in the first post are up to date, you can get the new version here: http://forums.tf2maps.net/downloads.php?do=file&id=2196&act=down

Changes since _b1:
* Added rooftop snow models.
* Increased level of detail.
* Fixed an exploit where players could get outside the map.
* Propperly aligned respawn visualizers.
* Added patches or small, nonsolid planks of wood to mark the locations of health/ammo kits.
* Removed all instances of nonsolid prop console spam.
* Optimized the lightmaps.
* Tweaked locations of ammo pickups around mid.
* Reduced final control point cap time.
* Flagged snow particles as weather effects so they can be disabled on lower end PCs.
* Removed a few clipping exploits.
* Added yellow snow.


Last edited by YM,

Mark

Phase

Looks really nice, no reason not to play it in next week’s MNM.

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