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cp_smbcastle2

A Map for Team Fortress 2

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Version 2 released! Saturday Morning Breakfast Castle (smbcastle) http://www.smbc-comics.com/smbcastle IMPORTANT RECOMMENDATIONS TO ADMINS: * Since this is a single round CP, I HIGHLY recommend allowing just 3 or 4 rounds and then swapping maps. People will have fun, but wont get bored with the same team on the same map. * Don't reduce gravity.. it really screws with the mechanics of the level. Changelist: Major changes/bug fixes: * Swap control point I & II * Watch out after you capture I (you've been warned) * Control point III has shorter capture time - Not too short, as there are some definite tactical advantages offense has if it can reach the back of the 3rd point * 2nd route to moat from offense * Bug fix: Teams now swap after each round * Blue/Red swapped so they match TF style * Help out offensive snipers / limit defensive snipers * More ammo/hp lying around - Specifically laid some around to encourage the engies Minor changes/bug fixes: * Prettified brushes and lighting * Made stairs smoother * A little more in 3d skybox * Hopefully made catapults less glitchy * Redid the spawn rooms * Fix places where it's tough to get out of the water * Fixed defense spawn camping Single round dustbowl style CP with 3 CP's set in a castle movie set in 1940's hollywood. At the beginning, the offense has 2 paths into the castle. The first is some unrestored damage to the castle on the left side (if you're facing the castle). The second way in by way of catapult. 2 are positioned to launch the players deep into the castle (some classes can get to the top of the turrets). The first CP is on the top floor of the left turret (the taller turret). The second CP is just to the right of the drawbridge (the drawbridge control room). Capturing this CP will cause the drawbridge to come crashing down. The third CP is deep in the mountain the castle is built into. And for your 60 seconds of setup wait time entertainment, there are a few posters around the movie lot for you to peruse. Version: 2 Created By: Marty Weiner (friedpacman@gmail.com) Player Name: [smbc] MartBot Steam ID: friedpacman For: http://www.smbc-comics.com (GO THERE JERKFACE!) Thanks to: Zach (zach_weiner@yahoo.com) - author of smbc-comics.com for textures and playtesting and suggestions v0xmortem, {TD}*sin*{RS}[Royal], majesty for playtesting and suggestions Mr Wizard, [seb] Bunny for loads of suggestions Compiled on: 1/3/2007 Compile Time: 20 minutes HDR: Yes Compile PC: Intel Core 2 Duo 6600, 1GB RAM Installation: To run this map on your server, simply copy cp_smbcastle to your server's map folder and run cp_smbcastle. TODO / known bugs: * The catapults occasionally malfunction (shoot you straight up). It appears to get worse on laggy servers. * More routes into III * Use pictographs on the CP icons rather than using roman numerals Potential changes: * Make catapults rotateable by players * Water entrance? My mapping history: * 2 Rise of the Triads maps * 1 Doom 1 map * TONS of Doom 2 maps * 3 Duke3D maps (one published) * 1 Quake TF map (war.bsp) (This is my first TF2 map)

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  • Noise avatar
    Noise Joined 13y ago
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    access_time 12y
    How do I change my "Access Map" vote for this version 2? I'd like to change it from 7/10 to 10/10 but cant figure out how.
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    Mantra
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  • Pseudochron avatar
    Pseudochron Joined 12y ago
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    I just took a look at version 2. You forgot to update the instruction text that shows right after the map loads, it still describes red as attacking. The lighting in the water tunnel looks weird, it's just floating orbs of light with no source. I like that now there's roof access to help offensive snipers, but it lets you run into some bugs like invisible walls and seeing that the construction vehicle off the side of the map is floating in the air. The destruction after the first CP was a pretty awesome idea. Keep up the good work!
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  • TheyCallMeQ avatar
    TheyCallMeQ Joined 12y ago
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    Awesome map, really fun to play. Glad you got the team switch problem figured out. It's definitely gone into our rotation. Btw, I appreciate the warning about point I, you saved my life! ;-p
    Bananite
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  • MisterClark avatar
    MisterClark Joined 12y ago
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    So far we really like the map on my server. The catapults are awesome! Here are some things I would change though (besides the obvious stuff you have already fixed I think for vs): -red should be defending, blue attacking -I think you should rename the cap points A B and C from I II and III. It would just be more consistant with TF2 and seem more professional. -the last cp is too hard to cap. The cap time should be lowered a lot (more like gravelpit) and perhaps move the cap point a little closer to red. I like that it takes team work though but I just haven't seen it capped yet. the first two cp's feel kind of chaotic and awesome with the catapults but I like that for C it feels more like other cp maps requiring some well timed ubers and what not. I like that you picked a movie lot for the setting of the map. However, I feel at times the map is not consistant enough with this, I would play this up much more if you can. The interior of the last control point does not look very good IMO. I would suggest redoing the look of it, perhaps making it seem more like part of a movie lot and less medieval'sh. It just doesn't feel right and doesn't seem very TF2-like. I would recommend renaming the map cp_catapults - there is already a map called castle and the catapults are the most memorable part of the map :) I hope you consider the above suggestions because I really love this map so far. What I really like is the catapults, the hectic but fun first two cap points, and the change of pace for the last cap point.
    Bananite
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  • TheyCallMeQ avatar
    TheyCallMeQ Joined 12y ago
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    One other small thing, you have red team attacking with blue defending. This is reverse to every other map I've seen for TF2. Looking forward to the updated release. You did a terrific job on the castle, I really like the way it looks.
    Bananite
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  • crazychicken avatar
    crazychicken Joined 15y ago
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    Please make last cp respawn timer very short its way too long
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    Mantra
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  • Neo_Bahamut_19 avatar
    Neo_Bahamut_19 Joined 13y ago
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    Uploading to the server with the next map pack ;) should stop by sometime and check out our server, info is on my profile, were at 66 maps and counting XD and yours will be another digit to add to that growing list
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  • martay avatar
    martay Joined 12y ago
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    Just to update everybody: Version 2 is in the final building stages. I will playtest it and hopefully have it out tonight or in a day. It contains sniper balancing, bug fixes (most notably the team switching problem), more hp/ammo lying around, some adjustments to the flow of the game, and other misc tweaks.
    Bananite
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  • TheyCallMeQ avatar
    TheyCallMeQ Joined 12y ago
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    Pros: Great design and idea. Some really kewl and original ideas. Good job! Cons: Team switch is main problem at this point
    Bananite
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  • Pseudochron avatar
    Pseudochron Joined 12y ago
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    Yeah the last CP is really tricky, maybe you should make it further away from the blue spawn room or make the 2nd CP add some time to blue's respawn rate.
    ಠ_ಠ
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marty "[smbc] martbot" weiner
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martay avatar
martay Joined 12y ago
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martay
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Development Info

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Valve SDK toys Nothing exciting to say about design process. I built a catapult as a proof of concept and tweaked it for a while and then started building a hollywood set and then built the castle.

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24
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Final/Stable

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