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cp_vertigo_beta3

A Map for Team Fortress 2

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Cp_vertigo_beta3 This will be the last beta version. Next version will be final but won't be released until at least 2 weeks of testing. People seem to get the hang of the layout. Take advantage of the back door entrances to the cap points to make capping a little easier. -Fixed some problems with elevator -Made map smaller, now to get to C you can take elevator or go through the office middle area -Added extra room at rooftop for easier cap for C -Added more arrows -Added 4 minute timer instead of 3 because of difficulty in capping for offense -Still working on the fade effect when falling, will figure it out for the final -Minor bugs, texture alignment fixed Have fun! Cp_vertigo_beta2 -Temporarily fixed the red fade by deleting it altogether. So falling gunna look a lil weird at the moment... -Fixed some textures in skybox Cp_vertigo_beta This is a capture point map similar to Gravel_pit. Blue must capture A and B zone first before heading to the roof to capture C zone. Red must defend all points. The elevator door opens after A and B is captured and allows quicker access to the rooftop. The button in the elevator is touch activated, just get close to it. You may get stuck in the elevator occasionally if you run around when it is moving, if that happens, you can type "kill" in console to kill yourself. The file is fairly large ~55 megs. If you guys feel its too big for your servers, I can try to cut it down some. I was inspired by de_vertigo and you will see similar rooms for those counter-strike fans. Please test it on your servers and give me feedback! -Chiuey

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  • Paria avatar
    Paria Joined 12y ago
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    As far as making the map play better - alot of players commented on the lack of signs/navigation - even after playtesting the map 5 times myself i found occasionally getting lost and heading to c rather than a or b :D, a few additional or better placed arrow/signs, texture colouring may help in that respect, i've yet to see a game where point c stood long enough to test out a defence - most games seem to end in 1 point or 2 points being capped or a super quick capping of c straight after a/b are taken (with balanced teams) and personally i dont think having 1 main route that passes right by the red spawn to get to C is condusive to good gameplay (once players learnt the layout i saw quite alot of spawn camping of the red spawn) certianly red telporters are near worthless with the current main spawn location once players start to attack c. I'm not a big fan of the layout of point C either - thin short walkways are a pain to play on(too many ramps !) and the limited access to C - all small doorways could make it a real pain to attack on. Possibly rework some of the upper level routes as there seems to be alot of dead map areas which players get lost in (normal upper level routes to c) I hope you continue to work on this map because the basics are very good and with some further polish it could be awesome :)
    Bananite
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  • crazychicken avatar
    crazychicken Joined 14y ago
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    Big, too big really red fade is annoying glad its gone
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    Mantra
    (O>)
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  • Snipergen avatar
    Snipergen Joined 13y ago
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    Ok, i had a run on this map. Looked good, fun elements like if you fall off the building etc... Looks better than 90%of the customs here Gameplay, not so good, confusing layout, thinking you pass the same part of the map twice, you get lost, takes a while before you see enemys, so learning curve is high. People never even got to point C and i think its impossible to get to C too. I asked people how much would they rate the map on a scale of 10. I got a 7 and a 5. Im gonna rate you an 8 because you can fix some stuff. I hope I dont sound harsh here, because the map is better than 90% around here.
    Bananite
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  • Paria avatar
    Paria Joined 12y ago
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    Found another little bug at point c - red engys are able to build inside the lift room - through the door- pretty annoying when you take the lift and an engy has built a level 1 turret poiting at the entrance :D, fair enough if they fight their way into the room but placing it through the wall/door is a different matter :D
    Bananite
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  • Snipergen avatar
    Snipergen Joined 13y ago
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    Only complaint is maybe the elevator and the big file size. Thats why most servers dont run the map I'm afraid... Overall, im gonna wait with the rating before I had the chance to play it (if i find it on servers)
    Bananite
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  • noobkiller12 avatar
    noobkiller12 Joined 12y ago
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    Notes: Look Good.Good job continu
    Snake Eyes avatar
    Mantra
    Snake Eyes
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  • Vcc2cc avatar
    Vcc2cc Joined 13y ago
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    Fucking brilliant, why can't valve make this or siege? or any other old cs map for source? great job
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  • MouloudHollywood avatar
    MouloudHollywood Joined 12y ago
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    Look good and an interesting idea
    Bananite
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  • Vilham avatar
    Vilham Joined 12y ago
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    Pros: Great look, lots of very nice details, great 3d skybox. Improvements: The skybox buildings could be textured slightly better so they fit correctly.
    Rate my subs please!
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  • Paria avatar
    Paria Joined 12y ago
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    Played it today on my server- 1 major bug when a player jumps off the side everyone on the servers screen goes red(really annoying) for a number of seconds, play wise points a and and b are nice to defend, havent really had a chance to test c, lift worked ok for me 4 times i used it, the capture points could do with a lick of paint the textures used seem a bit messy, apart from that so far it plays well.
    Bananite
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chiuey
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Chiuey Joined 12y ago
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Chiuey
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