cp_stark

A Map for Team Fortress 2

Snowy 5cp map.

README ------------------------ CP_STARK BETA 2 (cp_stark_b2) Gametype: Control points - 5 point push Players: 12/24/32, testing mainly for 6v6. Scoring mode: 1 point per control point captured Author: Tim Johnson E-mail: timothyrj@live.co.uk ___________________________________ Map description A standard 5 cp map set during a light nighttime snowfall with an emphasis on height variations and varied gameplay. ___________________________________ Recommended config file mp_maxrounds 4 mp_winlimit 0 ___________________________________ Revision History (DD/MM/YY) Beta 2 released 19/05/10:- * Added rooftop snow models. * Increased level of detail. * Fixed an exploit where players could get outside the map. * Propperly aligned respawn visualizers. * Added patches or small, nonsolid planks of wood to mark the locations of health/ammo kits. * Removed all instances of nonsolid prop console spam. * Optimized the lightmaps. * Tweaked locations of ammo pickups around mid. * Reduced final control point cap time. * Flagged snow particles as weather effects so they can be disabled on lower end PCs. * Removed a few clipping exploits. Beta 1 released 27/04/10:- * Entire map is now detailed. * Added a staircase at mid. * Minor other tweaks. Alpha 13 released 17/02/10:- * Removed bridge tops, nothing to get in the way of rocket/stickie jumps now. * Reworked flow around upper levels of the mid point. * Continued detailing. Alpha 11 released 03/01/10:- * Continued detailing. * Reconstructed bridges over 2nd/4th. * Thinned snow particle further. Alpha 9 released 05/11/09:- * Continued detailing. * Added jump route for scouts at central point. * Fixed checkerboard snow pattern. * Added Snowman model. * Miscellaneous small tweaks. Alpha 8 released 09/09/09:- * Tweaked capture times, longer so that the full team can arrive at the centre before scout's swamp it. * Continued detailing. * Miscellaneous small tweaks. Alpha 7 released 01/09/09:- * Reworked the bridge at 2nd/4th. * Added an extension in between 1st and 2nd point. * Removed the conveyors above centre bridges. * Adjusted capture timers. * Miscellaneous small tweaks. * Swapped to custom snow texture. Alpha 6 released 26/08/09:- * Reworked far tunnel from 2nd to middle cp. * Started basic texturing. * Thinned snow to around 1/3 previous density. * Adjusted spawn timers and capture timers. * Miscellaneous small tweaks. Alpha 5 released 21/08/09:- * Adjusted respawn times, starts off 10 each by the final point they are 10:7 to the defenders. * Added a railing to the bridges at the centre point. * Decreased width of final point arena. * Added snow particles to more accurately simulate later visual states. * Miscellaneous small tweaks. Alpha 4 released 19/08/09:- * Reduced walk time from spawn to middle point. * Reduced size of 1st and 2nd cp areas. * Reworked initial spawns to condense them and shorten walk times. * Set directional signs to non-solid. * Renamed 'Stark'. * Added a new route at the middle point. * Miscellaneous small tweaks. Alpha 3 released 16/08/09:- * Rotated first forward spawns so they face forwards. * Slightly boosted light levels. * Added spectator cameras. Alpha 2 released 16/08/09:- * Fixed blu's final spawn trapping them, effectively preventing them from winning. * Implemented custom nighttime skybox. * Increased capture times on middle and 2nd points. Alpha 1 released 16/08/09 ___________________________________ Known Issues * Remarkable lack of Iron Man references. ___________________________________ Thanks All members of www.tf2maps.net Mark 'Pearhat' ffitch MangyCarface FLOOR_MASTER and 2f2f ___________________________________
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  • naVarioN avatar
    naVarioN Joined 10y ago
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    8y
    Have you done that roof snow by yourself? Could you please explain how to do it? It looks much better than snow texture on roofs/snow made of displacement. Thanks ;)
    Bananite
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  • Youme avatar
    Youme Joined 11y ago
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    9y
    Posted by Locutus. Teamplay: Well, depending on how well balanced a map is, teamplay will vary wildly from map to map. The problem with this map is that every single point is balanced perfectly. No capture area actually gives either team any sort of advantage, so teamwork is either unneeded or useless depending on how good the other team is. A single good player could storm the map because each point gives him the same advantages as it offers to anyone else.
    So you're saying that the team with better players winning a point is a BAD thing? I dunno about you, but I'd be pretty annoyed on a map where the better team couldn't win. I don't understand why you think that is bad, help me out here?
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  • Locutus avatar
    Locutus username pic Joined 11y ago
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    9y
    Detail: I find this map to be lacking detail in many places. Once leaving spawn I find myself in a fairly generic capture point area (which by the way feels a bit small compared to most) and notice many problems with the detail and looks of the map. I look towards the center cap from my base and I see a bland picket fence with absolutely nothing behind it. To me this means "this map is tiny and there's nothing back there" since I pretty much see nothing. I also noticed here, at the same cap, that the fences don't seem to go completely around the cap. The chain-link fence to the right (while looking from spawn towards center cap) seems to have a large gap in it even large enough for a heavy to squeeze through. From here I started noticing increasingly larger detail problems as I continued into the map, noticing that by the time I get to the center point there are few props and the area overall looks bland and generic. Fun: Well, fun is one of those things that varies from person to person. Personally I didn't have very much fun in this map because of the various problems I noted above and below. Teamplay: Well, depending on how well balanced a map is, teamplay will vary wildly from map to map. The problem with this map is that every single point is balanced perfectly. No capture area actually gives either team any sort of advantage, so teamwork is either unneeded or useless depending on how good the other team is. A single good player could storm the map because each point gives him the same advantages as it offers to anyone else. Overall: At first glance the map looks alright. When I look closer I see that it is a very bland and generic looking map. The gameplay is uninteresting as there are no real advantageous positions for either team. On top of that, there are no "high" spots for demomen or soldiers to jump up to, meaning that these classes will find themselves twiddling their thumbs or chasing around scouts for most of the match. I personally find that this map needs a lot of work, especially when it comes to detail and balancing.

    7.2

    will map 4 füd avatar
    Mantra
    will map 4 füd
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  • Youme avatar
    Youme Joined 11y ago
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    9y
    Posted by TheMooseIsOnTheLoose I really like the map, I love the setting but after testing this map for 10 minutes with demoman. I've found some jumps. First of all: you can at the Middle Cp get on the roof of the house (the one with 2 windows next to eachother) you can walk on that little part. Also in a-lot of places if you use 2 stickies to jump you can hang in the sky box for around 30 seconds (just like surfing) I hope I've helped.
    Thanks moose, looking into these. :)
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  • I really like the map, I love the setting but after testing this map for 10 minutes with demoman. I've found some jumps. First of all: you can at the Middle Cp get on the roof of the house (the one with 2 windows next to eachother) you can walk on that little part. Also in a-lot of places if you use 2 stickies to jump you can hang in the sky box for around 30 seconds (just like surfing) I hope I've helped.
    Bananite
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  • I have seen your maps before and I know that your talented, it looks to me that you have done it once again. I am reviewing this map by the photos alone, but I love the way everything looks. There is a good looking environment and the map has nice character to it. I like the colors used and the lighting is 100% perfect which is so crucial to the over all look. I can only assume that the plays perfectly. Well done map and you deserve respect. 10/10

    10

    [BG] Hubert
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  • Egan avatar
    Egan Joined 9y ago
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    9y
    Very nice work. Ill test it in a second, but by tomorrow this comment will have been buried, and feedback is always helpful. From the pictures i see, it seems you might need to add some snow decals to the tops of some ramps (pic 3) Or if not, do like viaduct did, and added a windshield like thing on the side of it. (hopefully not destroying sight lines) Other than that i like the natural feel, as if it hasnt been fully hit with the tf2 logos. But i also like how it feels like your at the bottom of a gully. (/me uses google to define 'stark') (blunt thruth, "the crude facts") Nonsense! Anyway, awesome map ym. PS: Will you ever consider a surf mini-mapping contest? :D

    9.8

    Pigsareit avatar
    Mantra
    Pigsareit
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Youme avatar
Youme Joined 11y ago
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