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An attack and defend map with a twist. http://www.vimeo.com/1020721
Note regarding the video file - I'm sorry, but if it's packed into the .bsp then it doesn't work. Valve are looking in to it for us. :)
** Copy and paste this link to view the intro video: http://www.vimeo.com/1020721 **
If you only read this part, please remember one thing. FOLLOW THE SIGNS!
== Blurb ==
After 17 incremental versions starting from cp_steel_test1 all the way to cp_steel_b4, it's time to unleash this map to the general public and try and find any glaring bugs before the map goes final! It's been through a hell of a lot of playtesting.
The map is unique (as far as I know, anyway) in that the "final" point E can be captured from the start of the round. The idea is that the final point is difficult to capture initially but by successfully capturing the outer points, it gets easier.
As the map can be a tad confusing there's an intro video. You can view this here: http://www.vimeo.com/1020721 and it's included in the download (it will play like the valve introduction videos).
The map started out from a random conversation about maps where the map's central idea was pitched. Took the map from a basic (and very grey) version to test the playstyle and finding that it was enjoyable, kept at it until you see the map we have here.
Thanks to all the playtesters from Knifeback Mountain, The LCs, 2fort2furious and the Hampshire Heavies servers.
Special Thanks to FLOOR_MASTER for the video, Irish Taxi Driver for the icon help, Davejk for the early test server and eni for helping come up with the concept and general PR and text stuff.
== Scoring information ==
A-D = 1 point each
E = 5 - (Amount of supplemental points captured)
So if you cap A + B (thus having 2 points) and then manage to cap E, it will award 3 points taking your total to 5. If you cap E straight away you will get 5 points. The scoring system works in such a way to reward teams that cap a couple of supplementary points but didn't quite manage to take E.
== Map Info text file ==
Attack and Defend variant!
Red have 60 seconds to set up their defence before Blu are allowed to attack.
Defend the middle point E - under the rocket - until the time runs out!
Blu can capture Red's middle point at E at any time to win the game. Taking the surrounding points will help make taking the middle point easier. The five points do these things:
A) - Opens a quicker routes to point E and D
B) - Moves Red spawn point further away from Blu. (between C and D)
C) - Extends 3 bridges toward the middle point
D) - Blocks Red's spawn exit to point E and extends handy rails to E.
E) - Blu can capture this point at any time to win the game
Control Points cannot be captured while they are locked.
== Known Minor Bugs ==
Spectator cam at point E is in the wall
Some clipping to be finished
I really do love this map and have been playing it on various servers whenever I find it up. The slight and I do mean confusion about the layout is completely gone by your third or fourth go around.
On the other hand, new strategies, hiding places and so on that keep presenting themselves every time I play and go through all the classes. There is no weak class in this map which is huge. being able to cap the last point first is a wonderful idea and hopefully will pave the way for more non-linear style maps.
Great job man, all your hard work has paid off and shows!!!
If the first team manage to cap "E", then when the teams are swaped (or not not sure bout it) there will be a dense black cloud coming of the engines above the "E".
I think i should be considered as bug cuz a attacker can hide his position when capping "E" from sniper, however he might not see demon's stickies poping out of nowhere :/
Thats the only thing i could complain about
A great CP map, definatly one of my favourites, always some good fun fighting a neverending wave of attackers due to playing it on an instant spawn server, and a good variety on the ways you can play on the map.
At first, the layout was kinda confusing, but after following everyone else, its pretty easy to remember.
Overall - a great map, keep them coming!
This is a perfect example how community maps enhance the games they are made for. cp_steel is an incredible success, adding new variety to the TF2 CP game mode. It's a bit confusing at first, but if players follow the signs, can be worked out rather quickly. Don't let anyone tell you they learned cp_dustbowl in thirty seconds - cp_steel is worth it.
The ingenuity of this map is that it can be played one on one through 16 vs 16 - it accomodates every class and prevents stalemates because the final point is always reachable.
Like every map, this one has minor flaws (getting stuck in the cables in the spawn room is one), but all in all, the one deserves a solid 10.
Posted by Anonymous
Pros: good details and variation on normal cp gameplay.
Cons: confusing, unintuitive layout.
Improvements: if you have to admit yourself the map is a "tad confusing" then perhaps a redesign is in order.