cp_casablanca_v2_a4a

A Map for Team Fortress 2

Casablanca is gravelpit-like CP map with a setting in a north african city. A big rehaul of my original project, this revision is far more detailed and grew significantly larger. Because of many layout changes, its back into alpha stage. Both first two capture points feature now some indoors designed to provide space for teleporters and any withdraw/support role the RED team would need. New secondary passages provide attackers with more options. I wanted the last capture point to be far less exposed to sniper/rocket spam and such so I included it into a more isolated area. Because the first two points are quicly accessible for BLU attackers I've included two spawns for the RED team : the first one is directly under the last control point, and is switched to a farther one when the first control points are lost. To deter BLU to foulplay by using forward teleporters in the last zone, RED are putting into use a laser array that must be disabled by capturing points A and B. Contrary to gravelpit, the last control point has quite a significant capture time, because I wanted something different. The BLU spawn, A and B control points are more detailled that the newest parts of the map. I've tried using a different setting for the last zone, on the city outskirts. Basically its on alpha stage, while fully textured. ******************* *****TODO********* ******************* Once the gameplay is quite balanced : - Detailing - Proper skybox - Ambient sounds - More custom decals
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  • Hana-bi avatar
    Hana-bi Joined 10y ago
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    9y
    I love Casablanca.

    10

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    Mantra
    God's in his heaven
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  • Uriak avatar
    Uriak Joined 11y ago
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    9y
    Well, as written, the map is still on alpha stage. Detailing, adding ambient sounds and building the definite scenery are on my todo list once gameplay tests are successful. Especially the area around the last CP that has undergone so many changes before. The lasers are one specific attempt as deterring foulplay that seemed to me simpler thant putting temporary walls/grates/doors. They looked like a less invasive solution, but are obviously an experiment. Thank you for your comments
    Bananite
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  • Dracky avatar
    Dracky Joined 11y ago
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    9y
    Righty-ho. This map, could be much better, and i think you know that, firstly, add some ambient sounds!!!!! Secondly it appears the broken wall on "C" was rushed, and therefore doesnt really serve a purpose or look particularly good for the maps great architectrual style. I think the lasers are a bad touch for the map, and should be just straight up got rid of. Also add some detail to the walls, in spanish, it needs a spanish feel! Also as you can see from your last picture and in game, you need to add more scenary, just add some houses, and flats etc. Hopefully you can fix these things to make it a great and fun map to play.
    Bananite
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  • fegzzzor avatar
    fegzzzor Joined 9y ago
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    9y
    Looks so nice
    Bananite
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  • Dracky avatar
    Dracky Joined 11y ago
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    9y
    A really interesting map, i definately will download and have a look
    Bananite
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  • valf.dk avatar
    valf.dk Joined 9y ago
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    147 points Ranked 24562nd
    9y
    I really like the architectural style.. very good work
    valf
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Credits

Key Authors
Uriak
Mapper/Textures
Contributors
Thorthur
Textures

Submitter

Uriak avatar
Uriak Joined 11y ago
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Uriak
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Development Info

Notes
The last CP is going through its fith major revision. I originally intended the red spawn to be unique but I've ended using a forward spawn instead. Depending on feedback, I may modify it accordingly. When the area will be balanced, I plan on putting down some walls and make it a more open scenery.

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Details

Version
4.1

Attributes

Miscellaneous
Development State
Alpha

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