stfu_and_climb by waTchouT

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Map Description

-just another climb map for tfc. i thought a new one was needed.
-its made harder than the others to give people a challenge.
-ive only managed to complete it once , and it took me ages.
-some people have done it in 6 minutes, try and beat that :)
-the not great visuals because its a climb map with hundreds of brushes vsisible meaning high r_speeds but ive made it so there is some visblocking :)

Discussion

Posted by waTchouT on Mon Feb 14th 2005 at 5:24pm
[Author]

Thanks for ur comments :)

Im not sure how hard it is in normal HL because in tfc its limited to the civilian class which has different speeds of movemenent, therefore the strafe jumps right at the end of the map which are right on the limits of the class may be easier.

yea i know that i could have made them func_walls but i like the pwitty shadows. The map being split into 2 parts helps with the visblocking and compared to some other climb maps its pretty good, it does use the limits of the Z axis :P .

on other climb maps such as the-climb2 my amd64 3200 + geforce 6800 combo gets 30 fps so comparing it to that it isnt too bad :)

the breaking bar didnt make u fall far did it lol ;)

wanted to call the map something funny and also the map is classed as skills/fun and their are quite a few servers that just play maps of that classification :D

thanks again ... waTchouT
Posted by Captain P on Mon Feb 14th 2005 at 1:27pm

I played the map with plain HL, since I don't have TFC installed.

Anyway, it's quite a challenge and sometimes nearly impossible. Good job at making it hard, though I don't know how many people enjoy such a thing. It kept me playing for about a 10 - 15 minutes and I beat it.

Some notes though: the high r_speeds can be lowered significantly by making those beams and things entities. These do not block vis, so your vis process goes a lot easier, and they also don't split up world faces, meaning your rocky walls take a lot less polygons. They wouldn't really block your vis effectively anyway so there's another reason to make them entities.
The breaking bar nearly at the top was annoying, as there was no sign that it was any different than the others. So I'd blame the level designer rather than blaming me for being too uncautious.
Oh, and the map's name isn't really... nice. I would've left that first four letters out. A more descriptive name like waterfall_climb or something like that would be better suited imho.