cp_roswell

A Map for Team Fortress 2

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

CP_ROSWELL (cp_roswell) Gametype: Control Points (gravelpit-style) Author: Mark "Shmitz" Major E-mail: shmitz@gmail.com Version: 1.0.0 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 FinAL * Added a little bit more detail to the driveway. * Added a couple more signs by point C. * "Broke" the bannister in the house so it shouldn't block sentry fire as much. * Fixed the problem with the upstairs exit for red spawn sometimes showing the sky. * Red engineers can no longer build in the upstairs area of the barn. * Lowered the ground outside the main red spawn door so that it should be more friendly to teleporters. BETA 3 * Added sounds. * Added more detail to inside of house. * Added a couple more signs to direct players. * Added more ammo packs, both for engineers and to help counter the soldier/demo ammo nerf. 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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  • BS1 avatar
    BS1 Joined 10y ago
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    250 points Ranked 16752nd
    9y
    Posted by CosmicKirby Cons: One of the main ones is that BLU's spawn walls can be shot over, and on their Spawn roof they can shoot at CP A, sometimes destroying a sentry placement before the round has started.
    Maybe that was intended?
    -ADHD-
  • Boogle and Foogi avatar
    Boogle and Foogi Joined 11y ago
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    245 points Ranked 16998th
    10y
    I'm not a critic or anything, but cp_roswell is probably my FAVORITE custom map in tf2. Overall the map is just fun to play and has a lot of detail. So good work haha!
    NO DON'T LOOK! IT'S HIDEOUS!!
  • CosmicKirby avatar
    CosmicKirby Joined 10y ago
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    190 points Ranked 20385th
    10y
    All right, this map is on the narrow pinnacle of near perfect map design. I play it about once every time I join my server, and it still surprises me with what you can do with it, and the amount of strategy involved. Pros: It has an original concept for a map (for team fortress 2 anyway) and still remains within the theme set by the game. There are several routes to each control point, and there is always at least three ways to access the CPs and the area surrounding. This makes defense difficult, but not impossible for a coordinated team. There are plenty of open spaces for Scouts and Snipers, narrow cooridors for pyros, hiding spots for spies, and plenty of good sentry positions. Plus, there is no perfect sentry position, even the places on point B have the windows that are practically made for said purpose. The custom objects are nice, and the UFO itself is nice and smooth looking. Cons: There are a few bugs located in this map. One of the main ones is that BLU's spawn walls can be shot over, and on their Spawn roof they can shoot at CP A, sometimes destroying a sentry placement before the round has started. The 2nd is that CP C is buggy. Either the area considered a capture zone is off slightly, or sometimes defense just plain don't work. After about 80% completion, the only way to stop a capture, is to kill the offender not just defend. Improvements: Point C is very hard to capture at times. This is not only because sentries have a fairly easy time defending, but also because of the long capture time, combined with only 2 entrances, and a very pyro/heavy friendly environment within. Perhaps open up the wall between the Capture Point and the ramp up to the saucer? The ramp is very rarely used as opposed to the crack. Notes: The Capture time on A is PERFECT, and has provided many a heroic rescue, and is balanced to a tee.

    9.2

    Buy a Beach House
  • octoplasma avatar
    octoplasma Joined 11y ago
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    33,981 points Ranked 124th
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    10y
    How do you get custom props in tf2?
    There's always money in the ba avatar
    Mantra
    There's always money in the ba
  • Youme avatar
    Youme Joined 11y ago
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    2,143 points Ranked 2413rd
    10y
    I really enjoy playing on this map, it gives some epic battles which involve lots of teamwork to push though and win. I find that the final cap point is dominated by the engineer with sometimes 4 or 5 SGs being all tightly grouped making it quite monotonous and challenging to push though (but at least it is possible!) The winding layout inside the buildings seems to confuse a lot of new players but I find they really give an advantage to the attackers as it is very hard for the defenders to block all entrances to the first two points. This usually means that if the defenders win it is on the last point and never either of the first two. I love the theme of this map and it looks excelent too the custom props work really well and look beautiful however the atmosphere doesn't quite feel right, i can't put my finger on what it is but it doesn't seem to saprkle, it feels quite grey. There is one area that I feel needs a lot of improvement to match you usual high standards, the tunnel at the back of the UFO, the entrance at the cap B side looks very jagged and feels like one of those 'my first try at displacements' displacamenets. Over all a great map that plays like a charm. I love it and look forwards to more from you. :D (tc_meridian has amazing potential!)

    8.9

  • crazychicken avatar
    crazychicken Joined 13y ago
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    2,903 points Ranked 1758th
    10y
    Pros: very well made and balanced map Cons: doesnt seem that popular with quite a few people though i dont know why, maybe ebcause it isnt linear and requires intelligent teamplay expecially to cap c which i think is a bit too hard, a half organised defence can easily defend it. i thinkt he fact its complex with a lot of routes and no obvious route or sniper position to take or sg placement area means a lot of players rejrect it as poorly made when they simply are too bad to appreciate it Improvements: make c easier to cap sp its easier to get into from the tunnel and there are more areas to fire stickies into it without being dead meat as soon as you step out from the rock Notes: great map

    9.6

    (O>) avatar
    Mantra
    (O>)
  • Shmitz avatar
    Shmitz Joined 11y ago
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    2,445 points Ranked 2092nd
    10y
    but it's not enough to look past the balance issues, those issues being very small but notable.
    I still have no idea what these balance issues are. Care to provide more detail?
    Bananite
  • katous avatar
    katous Joined 11y ago
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    10y
    Sorry about the confusion, I am not a normal player, tester, or fpsbanana user, I just say what I know, experience, and observe, I've been running fps servers since doom1. I like your map, the saucer is great, but it's not enough to look past the balance issues, those issues being very small but notable. There's a certain instinctiveness that is missing, it's more a show piece of art than an actual playground that happens to look good. What is great is that your very close to achieving it, just not yet in this state, which is great because you haven't wasted your time, your just not finished.

    8.1

    Banawhore
  • Shmitz avatar
    Shmitz Joined 11y ago
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    2,445 points Ranked 2092nd
    10y
    Posted by katous Pros: IT HAS A SAUCER!!!! WOOT! Cons: not balanced enough for real game play, gets boring quick Improvements: polish up reflections and lightmaps Notes: love the idea and concept, needs more real world play testing, i can't get anyone to play this map more than a few minutes because they get bored
    I'm not sure what you mean by balance. That was a factor I paid very close attention to, and every real world round I played on showed very little imbalance. If one team had a hard time taking a point, they were steamrolled the next round, indicating the teams were imbalanced, not the map. In fact I let the map sit in beta weeks after I normally would have trying to ferret out any hidden imbalances, and I saw none, and nobody on any of the servers it ran on suggested there were imbalances. I'm not normally this defensive about feedback such as this, particularly since you still gave the map a good rating, but I have to say that what you're suggesting is more or less the opposite of what I found from the extensive playtesting this map went through. I'm more than a little baffled.
    Bananite
  • katous avatar
    katous Joined 11y ago
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    10y
    Pros: IT HAS A SAUCER!!!! WOOT! Cons: not balanced enough for real game play, gets boring quick Improvements: polish up reflections and lightmaps Notes: love the idea and concept, needs more real world play testing, i can't get anyone to play this map more than a few minutes because they get bored

    8.1

    Banawhore

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Mark 'Shmitz' Major
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Shmitz Joined 11y ago
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  • 4,532 Downloads
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  • 14 Posts
  • 10y Submitted
  • 10y Modified

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9.4 Rating
9.6 Critic

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