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cp_jailbreak_b3

A Map for Team Fortress 2

Cp_jailbreak_b3 --------------------------------------------- Version: Beta 3 Author: Bonestorm Author email: bonestorm74@gmail.com Type: CP - Dustbowl style --------------------------------------------- cp_jailbreak is an attack/defend map in the style of Dustbowl, where the attacking team advances to the second stage after successful capture of the first. This map is themed on a prison breakout, with BLU playing the role of the inmates and RED the guards. There are two stages: firstly escaping the prison interior, and secondly the grounds of the complex. ----------------------------------- Beta 3 12/22/07 -fixed small gaps in spawn doors that allowed bullet penetration -fixed an issue with spawn doors closing themselves -shortened Red hallway in Stage 1 by adding another room -moved final cap point and stretched Red spawn wall in Stage 2 to minimise spawn camping -added textures and more details to various sections of the map ----------------------------------- ----------------------------------- Beta 2 12/15/07 - Made numerous changes to improve performance and gameplay. -optimized stage 1, doubling fps in several areas -shortened blue section of stage one by almost half to make initial push easier -brought forward cap point 1 to create separation between it and Red spawn -narrowed the playing field in the first outdoor section to create more focus on one area of play -moved the final cap point further from Red spawn to prevent spawn camping on final cap ----------------------------------- ----------------------------------- Beta 1 12/09/07 - This is the first beta release of cp_jailbreak and I am hoping to get some feedback on balance and other design issues. -----------------------------------

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  • Varegess avatar
    Varegess Joined 11y ago
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    11y
    Causes some folks to crash.
    Bananite
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  • Fragimus_Max avatar
    Fragimus_Max username pic Joined 12y ago
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    8,578 points Ranked 775th
    12y
    Pros: A great idea, and - finally - we get some honest to goodness bird's nests for the snipers to play in. Jumping into them as a Demo or Soldier is also really fun. Cons: There isn't enough to the map to make it feel like a real combat environment. Elements of it, such as the scaffolds and cells inside the map, are so cheaply thrown in there that it feels like you're playing inside a shoebox, between a pair of boots. The second portion of the map also starts off ridiculously unbalanced, and if the attacking team doesn't take it within a minute, chances are it's going to be very hard to get out of the gate from that point on. Especially with skilled snipers perched on the defense, and the requirement to activate your doors each time you want to attack from behind them. Improvements: I would start by creating better scaffolds for part one, and adding more brushwork to the overall map. Make it look like someone knocked out a few walls inside the cells, and allow players to fight around in an intertwining group of hallways "dug" out from the sides of the prison. You can also use a continuation of this concept for part two, to provide some sort of underground escape route to the outside to compensate for the lack of any side exits. Also, take your time and place some props around the map. It's a war zone outside, right? Add some small debris, and some large chunks that can be used as cover. Notes: I think the author should take more time with each section of their map before claiming a final release. I know you wanted to get it out there... but there's so much more that can be done, so why rush a final? We'll still play Beta! ;) I also think, if you do go back into this map to improve it, that you consider a third level. Think: Cellblock -> Cafeteria/Warden's office -> Yard (nighttime with spotlights.)
    Developer / Map Critic
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  • Sonjaaa avatar
    Sonjaaa Joined 12y ago
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    1,000 points Ranked 30,997th
    12y
    Pros: I love stage 1! Cons: Stage 2 is not interesting to me. Notes: Is there a way to run it on a server, but only stage 1, alternating colours?
    Bananite
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  • SupraNerd avatar
    SupraNerd Joined 13y ago
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    13y
    Finalize the map already!
    Bananite
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  • Pros: Fantastic map - both stages present completely different strategies. Well designed and thought out -- everyone on our server loves this map! Cons: None, honestly. I don't notice any balance issues -- I find it a pleasure to play both offense and defense on this map. Improvements: Take it out of beta? *grin* Notes: Thanks for making this map -- it has made a permanent spot on our server's rotation.
    Hooah!
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  • tycho_monolith avatar
    tycho_monolith username pic Joined 13y ago
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    351,431 points Ranked 7th
    13y
    A fun map to play but it's too hard to defend.
    It's just a flesh wound avatar
    Mantra
    It's just a flesh wound
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  • crazychicken avatar
    crazychicken Joined 15y ago
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    2,903 points Ranked 20,008th
    13y
    Nice map, the first cp was never that much of a problem imo, its the last cp on stage 2 thats very difficult, would be better to move it further down the top fence maybe. Its so hard to get it makes the map boring, taking it out of rotation now. would be better if they were fighting to get to a truck in a building that led to a gate to escape or something. it needs more stuff in the second stage, apart from the towers theres nothing else to resemble a jailbreak
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    Mantra
    (O>)
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  • flubber avatar
    flubber Joined 13y ago
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    13y
    Got to agree wit fuzzwah about a second exit on cp2, because it's sniper fest 2008 :). Also maybe it's now time to add props into the map, it's still look very empty. Beside that, we have it on our server since b1 and it's great.
    Bananite
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  • Neo_Bahamut_19 avatar
    Neo_Bahamut_19 Joined 14y ago
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    1,475 points Ranked 22,430th
    13y
    I love your jailbreak maps man, cant wait to try this one out
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  • Fuzzwah avatar
    Fuzzwah Joined 13y ago
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    13y
    Good work over all, I quite enjoyed it. A couple of things tho: - when red is capping the 1st CP during the 2nd stage the blue team hear the announcer say that their last CP is being attacked. - there needs to be an alternative exit out of the 2nd stage red spawn area, a number of the rounds ended up with red being spawn camped. Perhaps even a sniper deck above the exit doors.
    Fuzzletocked
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bonestorm
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bonestorm Joined 13y ago
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bonestorm
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Final/Stable

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