Ads keep us online. Without them, we wouldn't exist. We don't have
paywalls or sell mods - we never will. But every month we have large bills
and running ads is our only way to cover them. Please consider unblocking us. Thank you from GameBanana <3
CTF Atrophy takes the best parts of the CP map Atrophy and mirrors them to create a unique and fast CTF layout.
It uses a linear rolling ctf mechanic, like in ctf_backpier, to prevent stalemates and keep games tight; as each round progresses, the intel briefcases will roll forward until they reach the middle. If the flag is taken, the cart will stop until it's returned; if it's captured the carts will roll back to the beginning of their track and creep forward once more. The flags cannot be captured unless the capturer's team's flag is resting on the cart.
The theme is of two ancient temples being renovated by BLU and RED; you'll find spytech scattered throughout the ruins and corridors. Enjoy!
2f2f and F_M for playtesting etc...
ABS for prefabs, ent gallery and all
"FernFerret" for his capture zone signs
the Swamp team for used materials
Acegikmo for help, env gallery, and custom materials
Flame for playtesting, suggestions
Flags now require ownership of both flags to cap (flag must be at home)
Optimization all around
Small geometry changes
-Fence added within base's courtyard
-Fence lowered near cap zone to allow headshots, projectiles to intercept carrier
Map now autoexecs server cmd disabling ctf crit bonus
Map now properly ends after time runs out
Cart speed reduced by 1/5th on return
Hanging plank reduced to wooden plank
Massive detail pass
Cart path widened
Sentry cover added
Added filters to cart hurt triggers
More signs added
Point C mirrored onto itself
CTF mechanics added
Various bsp changes to accomodate
Pros: Great idea for gameplay. Unique and easy to understand. Nice cart movement. Good layout.
Cons: The intel doesn't reset properly on suddendeath. You can get trapped in the cap zone.
Improvements: Fix suddendeath.