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About this map:
This is a symmetrical 4 control point non-linear map. It takes place in a remote fortress in a desert right in between the middle of nowhere. It has a unique placement of 2 central control points accessible at any time through out the match, both of which are required to be captured before the final opposing team's control points can be captured. This map also favors all classes and styles of gameplay.
The arena like map design and layout is simple, and elegant to work very well for intensive competitive gameplay with as little as 6 players, and can erupt into ongoing chaotic battle at almost any point on the map on a full server of up to 24 – 32 players.
Unlike most traditional control point maps, which require teams always be focused on one specific area of the map at a time trying to push the other time back and move forward, this map requires the team to focus on all points of the map at all times, this creates allot of chaos and havoc to sweep across the entire map at any given time as it’s design encourages teams to circulate the map from start to end. Even with both central control points captured, either one of the 2 central control points can be reclaimed by the opposing team to block the other team from winning and rush to their base if it is unprotected for a winning capture. The outcome of the winner is always unpredictable until the last second of the final capture as the apposing teams can reclaim control of both points in a matter of seconds and completely turn around the match.
This map is recommended for anyone who enjoys chaotic matches, deathmatch-like gameplay, and favors specializations in any class or play style. Unique spots are specifically placed throughout the map to give class based rock-paper-scissor like advantages over other players based on class for both defensive and offensive tactics. Overall, the team who either executes the best coordinated strategy, or just simply does the most killing and reeking of havoc to the other team will successfully win the matches.
This is the first release version. Changes in newer versions may follow.
If anyone finds any issues, exploits, map glitches, or have any design suggestions, please email me at email@example.com. I welcome any feedback on the map.
Designed and created by: Jahrain
About the Author:
This is my first map release for Team Fortress 2. I have a deep background in mapping and creating mods for other FPS games such as Halo CE, Halo 2, and Unreal Tournament 2004. I specialize mostly in 3d modeling and programming but mapping as always been something I enjoyed. Learning to map for the Source engine and Team Fortress 2 in the past 3 weeks prior to release of this map has been a great experience. Check out most of my creations at www.halomaps.org.
Pros: Great map, nice design
Cons: Too sniper friendly and too stalemate prone
Improvements: Make it more balanced for all classes. Its hard but can be done. Other than that my clan plays this map often for fun.
Fps are really bad on servers with 32 players and for some people with low specs, did you added any optimization for the map like occluders, zones or Hint ? If you need help optimizing pm me and ill give you a hand.
Pros: Nice detail. Fun map if Snipers limited.
Cons: Too Ssniper friendly. Points A and B are too close to each other in my opinion.
Improvements: Make less Sniper friendly. Make map a bit larger so cps A and B are farther apart.
Pros: Well designed map. Very fun to play. Good job.
Cons: The sniper sight line from slightly south of B which goes practically into the enemy base is a little over powered when fighting mediocre enemy snipers.
Here's an screenshot of what I mean: http://www.machine-code.com/tf2/cp_desertfortress0000.jpg
In this screenshot, I am able to shoot almost all the way into the enemy base. The position has lots of cover, and is very far away from the enemy base, which gives you ample time to shoot enemies before they reach cover. Finally, with mediocre snipers on the other team it allows a good sniper to reign supreme.
Improvements: Possibly put some more cover to block the ability of snipers to be able to have this sightline
Notes: Here's the zoomed out shot: http://www.machine-code.com/tf2/cp_desertfortress0002.jpg
All of this may be due to the fact that it was the first time I tried it on my server, and people didnt know the map properly to counter this. Possibly also due to the fact that I had a sentry covering my rear from any flanking attempt.