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The map features CP gameplay set in a movie studios environment, where the world of TF2 shoots cartoon remakes of our popular movies, such as Lord of the Rings, Terminator 2 and Back to the Future.
GAME: Team Fortress 2
FILE TYPE: Custom Map
RECOMMENDED FOR 20-32 players
AUTHOR: Francois "Furyo" Roughol
CHANGELIST FROM RC3:
Too many changes to list them all in details, but the most important:
- Reworked 2nd CP areas to provide much better gameplay.
- Reworked middle CP to fix gameplay issues/balance.
- Fixed all known bugs, noticeably the infamous spawn doors
- Improved optimization.
- Implemented setup time to create a fast encounter around the middle at the start of each round
- Multiple grease monkey passes throughout the map
In dire need of space for more movie studios, Furyo Studios and Pedroleum Studios
fight it off to entertain the world of TF2.
The map's gameplay takes both Granary and Well for a spin, and mixes both maps using similar CP setups.
5 Capture Points total, with two sets of advanced spawn points and a symmetrical layout.
The map takes place on the movie sets of cartoon remakes of Lord of the Rings, Terminator 2 and Back to the Future.
Feel free to drop me a line as all constructive comments and feedback are welcome. The map will have a final release
at some point in the future, once all feedback has been taken into account.
Map by Francois "Furyo" Roughol
Custom assets by Francois "Furyo" Roughol and Pedroleum
Thanks to all the playtesters throughout the beta versions. This map surely has evolved and it's thanks to you.
Special thanks to our friends at Valve for the playtesting and feedback, helpful as usual.
Other Download links:
More work on the spawning areas and how far it is from the points. Played this on a 12 vs 12, and 16 vs 16, and 4 vs 4. It is VERY well done. Love the looks. Sorta like Aqua imo just a different theme. If the spawn was worked on I would hope valve would make this official.
Pros: Interesting concept, pretty well balanced to each class and every level of player from new to experienced. It also has great details to it.
Cons: As it has been said it is a bit confusing at first for some newer players and some areas are a bit hard to move around.
Improvements: The outside is nice but maybe adding a few more upper areas you can move around and making the side upper areas a bit easier to access.
Notes: I love the custom models you made for it and the theme is awesome. I love going outside and looking at the DeLorean.
This is a great mad with a great idea and hope to see you expand on it sometime soon in the future.
Pros: This is a painstakingly-crafted map with awesome architectural design, incredible signage and a few props that are so cool, you'll find yourself staring at them every time you pass.
Cons: Every section of this map seems like its a box with a different set of props in it... even outdoors. Most access to upper-levels is restricted to the sides of each room and objects seem to be pushed up against the wall leaving a lot of space in the middle of each area which, other than aesthetics, provides little variation from room to room in terms of functionality.
Improvements: I would suggest that the room designs be more daring and less linear. Create catwalks, and allow players to access maintenance areas and side hallways that may not be as nice looking as the ones meant for 'paying customers'. I'd also like to see more use of the outdoors area... it looks great, but in essence, it's a straight shot to the CP, and then another straight shot to the enemy studio. You should keep us running around outside for a bit longer - maybe even going onto the rooftops for the final CP.
Notes: When played with the right crowd, this can be a very fun map, and considering that the authors have only previously worked on maps for Day of Defeat, they did an incredible job with maintaining the style of TF2 while introducing a theme that offers up enough thematic eye candy for those who are looking for something substantially different than what's currently being offered.
Design: Move the spawn door much further away from the last capture point. And I don't remember if you did this or not, but if one team has 4 points then they need to spawn faster and closer to the last point. Not sure if you did that or not, can't remember.
Also, in the middle capture point, all those bushes make me lose 50 frames. If it were me I would get rid of them. Keep people's computers in mind when making maps.