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cp_roswell_b3

A Map for Team Fortress 2

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Red must defend their crashed "weather balloon" from Blue.

CP_ROSWELL Beta 2 (cp_roswell_b2) Gametype: Control Points (gravelpit-style) Author: Mark "Shmitz" Major Version: 0.2.0 Other credits: Buddikaman (Scott Petty), who did the majority of the work in creating the bus model. Notes: The elite Blue branch of the US military has been sent to "recover" an "experimental weather balloon" from a ranch in Roswell, New Mexico. Red "workers" must defend their territory long enough for reinforcements to arrive. ___________________________________ Revision History BETA 2 * Fixed a bug that allowed blue players to enter red spawn. * Improved the point C crater, navigating out of it should be a lot easier now. * Added a couple of new textures to replace HL2 textures that were being used. * Added a small room to the second level of point B. * Added a little bit more health and ammo. BETA 1 * Initial public release. * Reduced cap time on point C, slightly increased cap times on points A and B. * Fixed place near point C where players could get stuck between the manor and the garage. ALPHA 1 * Limited release. Initial bug check, plus feedback for layout, navigation, and performance. Many details not included yet.

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Oldalak
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  • BlackyNoir avatar
    BlackyNoir Joined 12y ago
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    access_time 12y
    Pros: - very open yet defendable A, multiple entry point, roofs accessible, good angles overall - overall nice design, great gameplay Cons: - still need a little work on the visual side - attackers spawn not isolated (it's possible to shoot behind the walls) - nothing scout specific (double jump accessible) Improvements: - fix attackers spawn walls - add more variations to the A walls (cracks, impact, maybe some props) - slightly more props overall - adding scout (and rock/nade jump) accessible zones, maybe a catwalk around C, or a box or something to jump on A roofs from the outside Notes: Overall very nice work.
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  • crazychicken avatar
    crazychicken Joined 15y ago
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    2,903 points Ranked 19822nd
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    Nice work, I didnt like it much in beta 1 but its come a long way since then and now its fun if slightly huge, it requires good teamwork and it has depth so that regular play will really improve the flow of the game only thing is the cap times are definitely too long
    (O>) avatar
    Mantra
    (O>)
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  • megalomaniacs4u avatar
    megalomaniacs4u Joined 12y ago
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    Excellent map, point B is way too easy to defend
    Bananite
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  • Neo_Bahamut_19 avatar
    Neo_Bahamut_19 Joined 13y ago
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    1,475 points Ranked 21896th
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    Looks great, plays great, and the players on my server not only love it, but say its almost the quality of the stock valve maps, a little more tweaking with the looks of the map and you got a real winner!
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  • Snipergen avatar
    Snipergen Joined 13y ago
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    10, ave it.
    Bananite
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  • smithers avatar
    smithers Joined 12y ago
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    Very fun map. Quite a bit like gravelpit in terms of how it plays. I like the multiple access points to the caps,how you can get on top of some of the buildings and also how there are inside and outside areas instead of just one or the other. As hinrg said there are some errors right now that need to be worked out but it is the first beta. It might help players to have more signs and such to show where to go...I did not have a problem with this at all but for some reason people always complain about this on custom maps even though you already have some signs up. The only issue that I have with this map is the capture point B area...I wish there were more ways to get into it and the route was more interesting like at A and C. The building is quite large on the outside but the inside is pretty small and it's a bit strange. I think it would make more sense to either make the building smaller so you can get around it easier or make the inside larger to make it more interesting...but that's just my opinion. Did you ever consider making the sky dark instead of light? I think it might give the map an nice ambiance and could possibly fit in well with the roswell theme (not sure how it would be for lighting though). Once it gets smoothed out some more it will be a very nice map I think.
    Bananite
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  • Shmitz avatar
    Shmitz Joined 12y ago
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    Posted by hinrg A BIG negative was that enemy can enter original defensive spawn.
    That'll definitely get fixed. Do you know how they were able to enter?
    Bananite
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  • hinrg avatar
    hinrg Joined 12y ago
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    Pros: Nice map, love the style of play. Lots of action. Cons: A bit too much in terms of routes where some can get lost. A BIG negative was that enemy can enter original defensive spawn. Not fun spawning to 2-3 enemy pyros right there in your spawn. lol So make it where enemy cannot enter. Overall, good work for a beta, can't wait to see it finished.
    Bananite
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  • Rootbeerz avatar
    Rootbeerz username pic Joined 14y ago
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    Design: This map definitely has the Roswell feel, nice work! Gameplay: Amazingly awesome gameplay, good work. Looks: The UFO makes this map sexy, good work. I'll be adding this to my server.
    Constructive Map Assesor avatar
    Mantra
    Constructive Map Assesor
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  • Shmitz avatar
    Shmitz Joined 12y ago
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    Posted by EdGe_Of_FiRe When coming out of the Red spawn, the pathway straight across by the silo's is confusing because it looks like you can turn left and can't. It's hard to explain the rest without playing the map more and taking you in the server to explain myself.
    I am having a hard time envisioning the place you're referring to. If you head straight out the red spawn until you get to the silo, you can either turn left or turn right. Right takes you to point B. Left takes you to a door that leads into the garage and the blue spawn area. Is this what you're referring to?
    Bananite
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Mark 'Shmitz' Major
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0.3

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