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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:
Pros: Good concept and good design. Fun map. Nice custom props.
Cons: Things seem a bit crowded in some areas. I had a severe system crash while playing, but could have been other programs running at same time.
Only thing I can think of that can be improved would be the walls inside as they are very similar and bland.
Other than that the middle cp isn't fought for enough imo, as that the nicest part of the map with a lot of windows and higher levels etc around its perimeter which arent utilised as it tends to be capped and then owned by one team.
Maybe have only 2 cps owned at start so bother teams start at 2nd spawns when they get the second cp, that would really make the middle cp the focus of everything
It's crap how pc version of tf2 is limtied by crappy console limits.
Ah, interesting. On Castle I had too many Tjuncs and that happened when my waterindices reached 100% (too many details touching structural brushes). I would love to add more detail to that map too, but there are some pretty heavy limitations in place for TF2. I guess if they are for the consoles that would make sense. It would be nice if they uncapped it for PC though, but I assume that'd be too much proprietary work.
It was pretty much caught back and forth because Medic + Pyro in the center pretty much kept it switching, that and the narrowness of it caused Demo Stickies to be highly effective.
While I agree it can change from time to time, I am just expressing my concerns based on how testing went with our normal crew and how we handle situations such as that.(Pretty much Pull out a Pyro+Medic combo for cramped spaces and unload). Works sickenly well in the center, almost too well in most of our opinions.