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A CTF map with matching bases based inside and outside of a geothermal power plant
Geothermal - ctf_geothermal_b2
MAP Info -
Version: Beta 2.0
Created By: Jon Ridehalgh - [RL]Paria
Author Email: firstname.lastname@example.org
Steam Contact: http://steamcommunity.com/profiles/76561197971006146
Compile Date: 26/03/2008
Beta 2.0 Changelist
Fixed various nodraw surfaces being visible
Improved spawn rooms to make it easier to distinguish on which level you have spawned on.
Added Playerclips to Blue spawn and numerous other areas
Fixed engineers being able to build in some areas of the spawn rooms
Fixed Intel getting stuck in various areas
Toned Down ambient sounds in most areas
Added smoothing groups to certain areas
Added Basic 3d Skybox
Added 1 new route for attackers/defenders - right of the upper spawn exit.
Added more detail and colour to the main section
Increased Lighting and ambient lighting and reduced the fog effect for better visibility
Known Bugs: None
Compile Time: 28 minutes
Extract the zip file to
...Steam/steamapps/"Your Steam ID"/team fortress 2/tf/maps
All of the Renegade Legion TF2 Community for helping me test the map
http://tf2maps.net for all their help and assistance,
feedback from players from Beta 1
Its suprising how deceiving having a large middle area is to players :D, the travel time on 2 fort (round trip) intel to intel takes me approx 1 min (scout), on geothermal 52 seconds. Straight from spawn would be very close too, quite a few people have commented on the size but before i even started the map i made it was going to be smaller than ctf_well - which i would agree is too large and similar to 2 fort but more expansive and less of a chokepoint in the midfield to actually promote players actually trying to capture th flag.
Hehe, i've been trying to hop onto alot of servers running the map to get to see how different server set ups and players find the map, i've fixed most if not all of the behind the scenes errors - minor clipping /no draw issues, and i've done a little work spicing up the middle section.
I plan on adding 1 small change to layout for b2 - i'll be adding an exit from the upper spawns that drop you directly into the side tunnels, this will also allow soldiers / demomen to jump up through it if they are on offence, also it gives the flag carrier an alternate route to escape,
Im gonna start working on it fully again on monday, hopefully i will have played the map enough to have seen all i need to change by then :)
Anyway heres a little of preview of the middle section after i added a bit more brushwork :)
Played this map a couple days ago (you even joined and i called you a hacker lol)... it's absolutely beautiful... added to our rotation even. I think that you could add one more way to get to the enemy area from the middle area though... just a thought.
excellent work. can't wait to see more from you.
The map was inspired by the ut2k3 map ctf_geothermal, the base layout replicates that map however that map was ideally suited for 5v5 scenarios, the map size has been increased considerably as well as adding numerous rooms / gameplay elements that suit the tf2 playstyle, the final creation varys alot from the original but i hope the flow and gameplay is retained.
Known Bugs: None
Compile Time: 25 minutes