CP_Kuriast

A Map for Team Fortress 2

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Updates

Kuriast Update in Progress
  • Work in progress support beams, trying to make roads more accessible
  • Working demoman jump ramp
  • Work in progress stairway, wall, and wall interior to castle
Thanks to [raphamonte](http://gamebanana.com/members/1408758 "raphamonte")'s suggestions, I've decided to work on this map again. Here are some update pictures to show some progress. I'm not sure when I will be able to finish this, but don't expect it too soon. Let me know how things are looking out so far. Here's some pictures: Work in progress support beams, trying to make roads more accessible: https://i.imgur.com/Xl0JKL3.jpg Working demoman jump ramp: http://i.imgur.com/1rjibuN.jpg / http://i.imgur.com/kRMCQ6j.jpg / Success! http://i.imgur.com/mOa1PtO.jpg Work in progress stairway, wall, and wall interior: http://i.imgur.com/UCmxIw7.jpg and re-arranged things as well to fit it all: http://i.imgur.com/BPZRxpG.jpg
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Korpor4l
3y

Blue is raiding the town of Kuriast.

An attack/defend map in medieval mode. The Red soldiers defend the town of Kuriast as the Blue raiders break in. There are two points Blue must capture to win the round. The second point (B) requires the first point (A) to be captured before it is captured. If Blue does not capture B in 60 seconds, A returns to Red control. Bots completely work so as long as you have the nav file included with the bsp, although they may be a bit stupid in some areas. Engineer bots usually get stuck near the spawn for some reason. I have not tested with only humans, so I'm not sure of how balanced the map is. I've let the bots fight it out themselves and they've seem to have both won and lost attacking and defending.

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Posts

  • 3y
    raphamonte avatar
    raphamonte Offline
    Member Joined 3y
    > **Posted by Korpor4l**:

    > Wow! Thanks for your time to post that! I will definitely have to try to get back into this map with some additions, what you have in that picture is very helpful.

    Hey, man. Have you performed wonderful updates in so little time, I'm watching the map development, I'm anxious to try it out and put back into my server. Do everything in your time, no rush. Regards!
    TF2BR.com
  • 3y
    Korpor4l avatar
    Korpor4l Offline
    Member Joined 9y
    3,694 points Ranked 1244th
    11 medals 2 rare
    • 3rd Place - HL1/2 Short but Sweet Mapping Contest Medal icon
    • 6 years a member Medal icon
    • MiPper of the Month, April 2014 Medal icon
    • Reached 1,000 Points Medal icon
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    > **Posted by raphamonte**
    >
    > **Pros:**
    >
    > - I like a lot the map concept: If Blue does not capture "B" in 60 seconds, "A" returns to Red control.
    >
    > **Cons:**
    >
    > - Too many pillars in the streets.
    > - Where's the coolest medieval objective? Invade the city and conquer the CASTLE.
    > - The distance between the capture points (BASE - A - B) are very far to go on foot.
    >
    > **Notes:**
    >
    > - Here's an idea (image) to improve the gameplay of this map:
    > - i.imgur.com/KFpSO8o.jpg
    > - I hope that you can enjoy some ideas. Regards!
    >
    > **Improvements:**
    >
    > - Decrease the distance between the capture points. More CPs, short distances to conquer.
    > - Because the fights are melee, concentrate them in a smaller space.
    > - The third point (C - gate 2) requires the second point (B - gate 1) to be captured.
    > - The second point (B - gate 1) requires the first point (A) to be captured.
    > - If Blue does not capture (C - gate 2) in 60 seconds, (B - gate 1) returns to Red. control.
    > - If Blue does not capture (B - gate 1) in 60 seconds, (A) returns to Red.
    > - Two gates (B and C).
    > - Conquering point (B) opens its gate.
    > - Conquering point (C) opens its gate.
    > - Since the point (C) is captured, the two gates will not close again, or lose the other points.
    > - The next objective will only conquering point (D).
    > - Each round will have about five minutes.
    >
    >
    > I have a Medieval Server (20 slots) with some custom maps, I liked the aesthetics and concept of your map, but the BLUE players did not like so much it because the distance between the capture points (A - B). And particularly the distance between the RED base and the capture point (B). When it is being attacked is difficult to defend.

    Wow! Thanks for your time to post that! I will definitely have to try to get back into this map with some additions, what you have in that picture is very helpful.
    Some guy who does things.
  • 3y
    raphamonte avatar
    raphamonte Offline
    Member Joined 3y
    **Pros:**

    - I like a lot the map concept: If Blue does not capture "B" in 60 seconds, "A" returns to Red control.

    **Cons:**

    - Too many pillars in the streets.
    - Where's the coolest medieval objective? Invade the city and conquer the CASTLE.
    - The distance between the capture points (BASE - A - B) are very far to go on foot.

    **Notes:**

    - Here's an idea (image) to improve the gameplay of this map:
    - i.imgur.com/KFpSO8o.jpg
    - I hope that you can enjoy some ideas. Regards!

    **Improvements:**

    - Decrease the distance between the capture points. More CPs, short distances to conquer.
    - Because the fights are melee, concentrate them in a smaller space.
    - The third point (C - gate 2) requires the second point (B - gate 1) to be captured.
    - The second point (B - gate 1) requires the first point (A) to be captured.
    - If Blue does not capture (C - gate 2) in 60 seconds, (B - gate 1) returns to Red. control.
    - If Blue does not capture (B - gate 1) in 60 seconds, (A) returns to Red.
    - Two gates (B and C).
    - Conquering point (B) opens its gate.
    - Conquering point (C) opens its gate.
    - Since the point (C) is captured, the two gates will not close again, or lose the other points.
    - The next objective will only conquering point (D).
    - Each round will have about five minutes.

    I have a Medieval Server (20 slots) with some custom maps, I liked the aesthetics and concept of your map, but the BLUE players did not like so much it because the distance between the capture points (A - B). And particularly the distance between the RED base and the capture point (B). When it is being attacked is difficult to defend.
    • Win x 1
    • Helpful x 1
    TF2BR.com
  • 3y
    Korpor4l avatar
    Korpor4l Offline
    Member Joined 9y
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    > **Posted by Ze lemon**

    > Does it work with bots? I mean you NEVER see bots work on non valve maps.

    Not too sure if that's sarcasm or not, but...
    Yes, it does indeed work with bots, just be sure to include the nav file. If it doesn't work, be sure to tell me.
    Some guy who does things.
  • 3y
    Ze lemon avatar
    Ze lemon Offline
    Member Joined 3y
    142 points Ranked 22418th
    Does it work with bots? I mean you NEVER see bots work on non valve maps.
    lemons?
  • 5y
    zck2020 avatar
    zck2020 Offline
    Member Joined 9y
    264 points Ranked 14439th
    6 medals 1 rare
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    **Pros:**

    - Great aesthetic detail and ambiance.
    - Tons of houses and passageways to explore

    **Cons:**

    - Too many pillars in the streets.
    - A little unbalanced towards RED.

    **Improvements:**

    - Make the streets a little more navigation friendly by removing some pillars and adding more signs.
    - Make the first cap point permanently capturable.

    **Notes:**

    - There's a place in the water under the bridge where your stance changes to above water when you go to the bottom.
    - I just finished a Medieval Mode map myself and I gotta say this one blows it out of the water, good job.

    8.2/10

    • Agree x 1
    • Win x 1
    • Helpful x 2
    • Interesting x 1
    • Thanks x 1
    Dinner
  • 5y
    griffinwik avatar
    griffinwik Offline
    Member Joined 6y
    344 points Ranked 11787th
    **Pros:**

    - Nice Scenery
    - Description mention bots (very rare nowadays)

    10/10

    Mod Aficionado

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Credits

Key Authors
Korpor4l
Creating Map
Special Thanks
CP_DeGrootKeep
Constant Reference

Submitter

Korpor4l avatar
Korpor4l Offline
Member Joined 9y
3,694 points Ranked 1244th
11 medals 2 rare
  • 3rd Place - HL1/2 Short but Sweet Mapping Contest Medal icon
  • 6 years a member Medal icon
  • MiPper of the Month, April 2014 Medal icon
  • Reached 1,000 Points Medal icon
  • Reached 2,500 Points Medal icon
  • One month a member Medal icon

Korpor4l
Creator
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Details

Version
0.8

Attributes

Players
32
Development State
Beta

Stats

Posts
7
Views
7,300
Downloads
3,301
Date Added
5y
Date Modified
5y
Date Updated
3y

Scores

82 bScore
9.7 Rating

7 voters

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