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cp studio rc4

A Map for Team Fortress 2

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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.

CP_Studio_RC4 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ GAME: Team Fortress 2 FILE TYPE: Custom Map RECOMMENDED FOR 20-32 players DATE: 2-10-08 AUTHOR: Francois "Furyo" Roughol WEBSITE: http://www.froughol.com E-MAIL: francois[at]froughol.com ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MAP DESCRIPTION: 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. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CREDITS: 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: http://s156119498.onlinehome.us/furyo/cp_studio_rc4.zip http://s156119498.onlinehome.us/furyo/cp_studio_rc4.rar

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  • Furyo avatar
    Furyo Joined 12y ago
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    Ok let's get technical here for a bit. Vilepickle, the map already has most of its func_detail regrouped, and I actually maxed out on func_details for a while making me have to use func_brushes in certain cases. The associated error was Too many tjuncs to fix. Solution was to take the hallways and make them a single vertical brush, instead of three. To keep having details in the texture I had to convert what I once had as 3 separate brushes into 1 texture. Waterindices never were a problem, but the server crash indicated I was using too many entities (No Free Edicts). That was after I had already tried to have as few as possible. In the end I had to cut loose what wasn't entirely needed, i e spotlight and beam entities for the lighting, which freed off about 500 total. So yeah at one point even while optimizing a lot, I was well above the 2000 limit. Which by DoDS standards is not even half full, but Valve had to make these games fit on the X360 and PS3 this time around. End of technical paragraph Oreo, you'll probably find that as you play different rounds this issue will iron itself out. Meaning, the center is probably as Pyro oriented as the 2nd CPs aren't. And some proper scouts will handle the pyros easily. I personally haven't found the map to play the same at all depending on the different classes the top players on either team picked. On the first go at middle, a heavy with a medic will dominate anyone Funny how you feel about the middle CP being caught back and forth, I was just told the contrary on the steampowered forums. No one is right, but the right circumstances will make everyone feel they are.
    Bananite
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  • OriginalOreo avatar
    OriginalOreo Joined 12y ago
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    I have an addendum to my Critique. The center still seems as though its Pyro Heaven, I cant tell if it can be fixed any, confined space, and the hedges, people get caught on and the Pyro just fries them. Doesn't leave my room for movement to avoid flames. Bushes just seem so confining. On the other hand, I love the center point, especially since it switches hands so fast and often, really makes a back and forth map, until one side really pushes hard and starts to enter the others base, even then it is recoverable. I still am on the Fence about the Health-kits near the Second CP, they seem abusive at times, then at other times, they seem just right.
    Bananite
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  • Vilepickle avatar
    Vilepickle Joined 12y ago
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    Furyo: are you reaching the max waterindices, or are you reaching the ~1800 entity cap? If you're near the entity cap you can greatly cut down on the number if you combine all of your func_details into one and work on them as solids, though slightly inconvenient. That, or you can group them up in large chunks to reduce the number. If you're reaching the waterindices limit, then yeah, it won't compile :P PS. you have 07 as your year in the readme.
    Analyzer
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  • Furyo avatar
    Furyo Joined 12y ago
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    Certain areas of the map could still use some more detail work, but I was originally going by DoDS standards, and quickly found the map was maxing out engine capacities, to the point where the map would refuse to compile. This is the reason RC1 crashed even if it did compile, and it's also the reason the map uses some custom textures made out of stock ones. Cutting down on brushes was key. I'm therefore reluctant to try and max the map again, as the outcome between 24 and 32 players is totally different. Testing the map with 32 players without making it public would be extremely difficult at this time. Should more bigger communities come about, why not.
    Bananite
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  • Furyo avatar
    Furyo Joined 12y ago
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    Thx for the constructive feedback Oreo. Indeed your original feedback was felt by many testers, so this was my base of work for this version besides the obvious bugs. Health kits definitely turned to be an issue, particularly on the middle cap. There were some changes to the 2nd CP but there may be room for improvement on that front still. Anyway, sorry again for the time it took, but just know this wasn't entirely due to my work or lack thereof, but trying to get a full server for a playtest, in a closed environment is HARD. It's actually never been done for this map. The most we've had was 20. With a map like this, testing whether your changes improve the map when it's played with the recommended number of players is absolutely key. RC1 was a buggy release I made out of frustration for not getting enough feedback. Making the map public would hopefully give me more clues. RC3 was a quick attempt at fixing the RC1 server crash issues and a couple more. RC4 is the map as it should have been released in RC1.
    Bananite
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  • Rootbeerz avatar
    Rootbeerz username pic Joined 14y ago
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    This map looks very awesome, but some little more detail to the orange water part would spice this map up even more! Can't wait to play this on my server, nice work man!
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    Mantra
    Constructive Map Assesor
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  • Rootbeerz avatar
    Rootbeerz username pic Joined 14y ago
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    This map looks very awesome, but some little more detail to the orange water part would spice this map up even more! Can't wait to play this on my server, nice work man!
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    Mantra
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  • bLackk avatar
    bLackk Joined 12y ago
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    Wow manc its awesome...kepp the good work up :) Et ouais en effet cest pas trop tot xD
    Dude. Riped Banana. avatar
    Mantra
    Dude. Riped Banana.
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  • OriginalOreo avatar
    OriginalOreo Joined 12y ago
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    I wanna say, excellent addition and fixes to the map. A lot of improvements that I touched upon in my critique of the map in the RC3 were fixed(not saying it was on my part that these changes were made). Especially the excess amounts of health packs, and the center point being way too Pyro friendly. I'll offer a more detailed critique tonight once the main bulk of my server comes online and tests it, but our initial run through quality test of the map passed. I just hope it passes a full load test tonight. Otherwise, great map, initial reactions to the changes have been nothing but positive. Will see how the Shrinking of a lot of areas plays out tonight. Edit: As Promised, the more detailed critique. Pros: - Very nicely laid, out. Shrinkage of map has increased the intensity of it. - Last Point definitely feels a lot more manageable when on Defense, no longer is there the issue of seeing a Scout on the Point, and realizing it is most likely going to be capped before a Defender gets on it. - Center point improvement is nice, no longer can it be circled by a Pyro and have everyone inside unable to retaliate effectively. Cons: - Health Packs still seem a little excessive around the 2nd Cap points on each side. I have seen scouts jump from health pack to health pack fighting people, and walking away with near full health. Improvements: - Not much at all, besides the need for a little decrease in Health-kits. Notes: As perfect a custom map I have seen yet...
    Bananite
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  • crazychicken avatar
    crazychicken Joined 15y ago
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    Cool, bugs are gone back in rotation it can go
    (O>) avatar
    Mantra
    (O>)
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