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Game: Team Fortress Classic (HL)
Added Sun Mar 5th 2006

Map Description

This map has a discussion topic which can be visited here

An assault map with a twist: The flag takes 3 minutes to return forcing the Defenders to guard the flag rather than the (single) Command Point.

New in this version: A Flag Tracker that displays the current flag location for the Attackers. Should make it easier to plan attacks on not-so-communicative teams. Also a couple of changes to give the Attackers a better chance and to improve the overall look and feel.


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Discussion
[author]
Posted by reaper47 on Thu Mar 16th 2006 at 6:24pm

I did some short runs with people, yes. The result were several changes, most of them to give the attackers a better chance. I wish I got this on a proper server for more extensive testing. <br> <br>The flag tracker is made of lots of triggers with filters for the flag carrier. They switch on the area you're currently in and switch off all the others. I don't remember exactly how it's done but it's mainly trigger work.
0 starsPosted by MJ on Thu Mar 16th 2006 at 10:01am

I ran thru the map. I think its a pretty cool idea with the flag tracker. What entities did you use to set that up? Layout wise I think its pretty decent. Since its indoors I think defender demos and engys will have a slight advantage but its hard to tell without actual players playing this. Have you playtested this with people?
[author]
Posted by reaper47 on Mon Mar 6th 2006 at 11:58am

You're right MJ, thanks. Damn copy and paste. I tried to avoid typos. <br> <br>fixed.
0 starsPosted by MJ on Mon Mar 6th 2006 at 6:12am

I think your link on your site links to a different map (dm_resident).
0 starsPosted by Orpheus on Sun Mar 5th 2006 at 7:56pm

*giggles* <br>Yeah, your textures needed a bit of aligning there ol' chap. <br> <br>This must be a very old map. Else you'd have sent it through the Snarkpit sorting process before &quot;complete&quot; <br> <br>Never liked TFC myself much, but the architecture looks interesting enough.
[author]
Posted by reaper47 on Sun Mar 5th 2006 at 6:42pm

Keeping the 400-500 polygon limit was very important for me when making the map. My goal was to make it run well with a Voodoo 2 which I think explains some of the compromises and large texture scaling for today's standard. smiley <br> <br>I always felt like maps should be made for the original hardware recommended for the game so I don't intend to update the LOD. In fact I'm not sure if there's even room in the TFC community for maps made after &quot;wrath&quot;. Would be glad if someone bothers putting this on a server once, but I posted it mainly for sentimentality reasons. It was made shortly before a majority of TFC mapping sites died off. <br> <br>Thx for the comments anyway.
0 starsPosted by Addicted to Morphine on Sun Mar 5th 2006 at 6:25pm

Looks good, I've always loved TFC. <br> <br>I noticed a texture misalignment in the 3rd shot. The white part of the texture on the archway doesnt match with the white part on the wall. <br> <br>I think you could use some light fixtures (they don't have to even be on) in the second shot along the wall/pillars to spice it up. There's definitely room for a litte more detail / texture variation to make the map look a little better, but TFC has always been about simplicity so it may not be necessary.
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