[map] cp_plot

[map] cp_plot

Re: [map] cp_plot Posted by NightWolf91 on Tue Dec 30th 2008 at 10:45pm
NightWolf91
3 posts
Posted 2008-12-30 10:45pm
3 posts 260 snarkmarks Registered: Dec 30th 2008
This is a a discussion topic for the map "cp_plot" by NightWolf91 which can be found here

Map description:

The level is a large underground based control point map for team fortress 2. It supports up to 32 players and is very balanced and detailed. It also features some vertical fighting.

Map screenshots:
Loading embedded content: Map #3183
Re: [map] cp_plot Posted by G4MER on Wed Dec 31st 2008 at 11:36am
G4MER
2460 posts
Posted 2008-12-31 11:36am
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
Nice.. I have yet to DL and play it, but the screenshots sure look nice. I will check it out later and give a more indepth review.. I love the mouse hole.

From the over lay this map looks really simple.. make half the map and your done. =) I love projects like that.. easy way to get quick balance.
Re: [map] cp_plot Posted by NightWolf91 on Sun Jan 11th 2009 at 5:43am
NightWolf91
3 posts
Posted 2009-01-11 5:43am
3 posts 260 snarkmarks Registered: Dec 30th 2008
Alright after play testing with a group of 24+ players I have a changelog for 1.1

Finished:
-Made center CP take slightly longer to cap
-Made last point points take 5 seconds instead of 1 second to cap (Don't know how that one got past testing)
-Fixed dying in spawn rooms on changing classes
-Added directional arrows
-CP 3 now adds time to the clock on cap
-Made all spawn rooms other than 1 and 5 exit only
-Added a new route from point 2 to 3 and 4 to 3
-Added extra entrance to point 3
-Removed point 3 sniper balconies (preventing spam)
-Fixed getting stuck behind containers at point 3

Need to do:
-Add a little more health/metal packs
-Add cap point cams

I don't think it will be done tomorrow since I have to work all day. It should be out Tuesday or Wednesday at the latest. (Hopefully)

If there are any objections let me know, with a good reason of course :P
Re: [map] cp_plot Posted by reaper47 on Mon Jan 12th 2009 at 12:29am
reaper47
2827 posts
Posted 2009-01-12 12:29am
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Sorry, I don't have TF2, but from the screenshots, it looks very tasty. Seems like you're one of the few mappers that truly "get" the TF2 style. Good job!

You could try and find some new vistas for the future, since the "secret rocket base" thing has been done a lot now. Keep it for this map, though. It looks great.
Re: [map] cp_plot Posted by Riven on Tue Feb 10th 2009 at 1:25am
Riven
1640 posts
Posted 2009-02-10 1:25am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Wow, what a great map for TF2! I found zero problems or glitches (even cosmetic glitches) when running through the map, and the layout looks promising.

It looks great and plays great, I recommend this map be downloaded by everyone! Great texturing and architecture looks interesting enough. Feels like another great TF2 map!
Re: [map] cp_plot Posted by NightWolf91 on Tue Feb 10th 2009 at 1:25am
NightWolf91
3 posts
Posted 2009-02-10 1:25am
3 posts 260 snarkmarks Registered: Dec 30th 2008
Alright after play testing with a group of 24+ players I have a changelog for 1.1

Finished:
-Made center CP take slightly longer to cap
-Made last point points take 5 seconds instead of 1 second to cap (Don't know how that one got past testing)
-Fixed dying in spawn rooms on changing classes
-Added directional arrows
-CP 3 now adds time to the clock on cap
-Made all spawn rooms other than 1 and 5 exit only
-Added a new route from point 2 to 3 and 4 to 3
-Added extra entrance to point 3
-Removed point 3 sniper balconies (preventing spam)
-Fixed getting stuck behind containers at point 3

Need to do:
-Add a little more health/metal packs
-Add cap point cams

I don't think it will be done tomorrow since I have to work all day. It should be out Tuesday or Wednesday at the latest. (Hopefully)

If there are any objections let me know, with a good reason of course :P