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ccp_circlejerk_rc1

A Map for Team Fortress 2

Cap points in a clockwise motion, hold all four to win!

Welcome to the first Circular Control Point map! Players must capture the points in a clockwise motion. Cap all four to win! Watch out, the other team is doing the same thing. Work together as a team and co-ordinate offense and defense to win. What Is Schwa? - Mapper Citrusmirakel - Artist Hovis - Game Type

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  • pezhore avatar
    pezhore Joined 12y ago
    Offline
    3,000 points Ranked 9,408th
    12y
    Fun: The constant chasing makes for some exciting challenges. Just an all around irritatingly awesome map.
    Bananite
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  • Tron [POE] avatar
    Tron [POE] Joined 12y ago
    Offline
    3,000 points Ranked 9,408th
    12y
    Pros: The only celebrity memorial cap in TF2-land.
    Bananite
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  • Spirito35 avatar
    Spirito35 Joined 12y ago
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    1,000 points Ranked 31,360th
    12y
    Good Work, it look fun and worked, to be continue ;) Gg
    Bananite
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  • Arthurp avatar
    Arthurp Joined 13y ago
    Offline
    232 points Ranked 57,540th
    12y
    Pros: Fun, (most of the time) and looks good Cons: The speed of this map is bad, it gets stuck in a endless circle and then offten ends very quickly. It is a jerk of circle. Improvments: I would say, now this is a big change, fit two more caps in and make it a tc map :)
    farly new to mapping
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  • Altaco avatar
    Altaco Joined 13y ago
    Offline
    150 points Ranked 65,232nd
    13y
    I played this map yesterday, and after a few rounds of confusion while I got a grasp of the gameplay, I loved playing it. The fast pace of the circular control points was fantastic and once everyone got the hang of it we had a great time.
    Bananite
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  • Terin7 avatar
    Terin7 Joined 13y ago
    Offline
    13y
    Pros: A unique gameplay type to TF2, which can create some interesting combat situations. Cons: Control Points seem extremely far apart, making it a long race around the map, and it discourages people from going to defend as it would be a long walk to those points. In the end, it turns into a race to see who can first capture all the points. Also is very visually busy, and confusing. Improvements: Add noticeable side paths to points, possibly some that favor defense (drop down areas, that bypass longer ways, for instance) and reduce a lot of the clutter.
    Bananite
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  • Brainsample avatar
    Brainsample Joined 13y ago
    Offline
    515 points Ranked 47,352nd
    13y
    Pros: A nice change of pace from other cp maps. Cons: none, solid map Notes: Always like when this map comes up.
    Bananite
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  • t0rk3y avatar
    t0rk3y Joined 14y ago
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    587 points Ranked 46,027th
    8 medals 1 legendary 1 rare
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    13y
    Looks really good! well done. Original and good.
    Torque'n you out avatar
    Mantra
    Torque'n you out
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  • Dang, you beat me to the first CCP map! I will have a look out for this, love to give it a try. Do you have any tips for making CCP maps? Mine's about 2/3 done :) just needs the last two points!
    Bananite
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  • MalachiTF2 avatar
    MalachiTF2 Joined 13y ago
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    743 points Ranked 44,041st
    7 medals 1 rare
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    13y
    Played this map (ccp_circlejerk_rc1) several times today, both on a nearly empty and nearly full server. I was largely impressed. This map has plenty of potential, but a few flaws seem to consistently annoy users and undermine gameplay. Getting Lost: Most common complaint. I notice the signs on the walls pointing to CP's, but they need to be larger and more prominent. (Consider Valve's unmissably simple blue and red arrows.) Color coding them was a good idea - keep that, maybe expand color coding theme to hallways and cap points. Circular Capping: A minority liked it but most thought it was pointless and confusing. People weren't able to get an intuitive grasp of what was happening. Defending is difficult. People were also vocal about the win conditions, which apparently can include open (neutral) cap points. How about requiring all points to be capped before the map is won? I don't think this will cause stalemate problems. One possible alternative - allow circular capping in either direction. In other words, adjacent point capping in both directions. I think this might alleviate gameplay issues. Stumble points: Several places are difficult to walk around smoothly - like the wooden bridge/walkway. You end up having to jump over stuff that looks like you should be able to just walk over. Even these out - it would be very helpful. Map Name: Nicer comments included 'juvenile'. Need I say more? It also fails 'family friendliness' in some players eyes. I've made maps and know what kind of effort can go into this. I look forward to seeing where you might go with this one!
    Is this thing loaded?
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Credits

Key Authors
What Is Schwa
Unknown
Citrusmirakel
Unknown
Hovis
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Submitter

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WhatIsSchwa Joined 13y ago
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1,039 points Ranked 25,690th
WhatIsSchwa
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Details

Version
.1

Attributes

Miscellaneous
Players
32
Development State
Beta

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