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ctf_rf_checkmate_b3

A Map for Team Fortress 2

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A red faction map remake with some TF2 additions and changes

This map is a remake from the red faction map checkmate. However, for TF2 i edited the map a bit because the original red faction map wouldnt play that well in tf2 and i wanted the map to be at least a little bit more original in idea. Features - The map is in an 8 shape for quick gameplay - Allmost everywhere on the walls in the bigger rooms can be walked. this makes the map more interesting. (its easy to spot since a concrete part sticks out of the wall - The sniper windows at the center can be crawled thru as a sort of 3rd gate to each base - The flags are on the lower floor in the corner of each base - Uses the anti stalemate prefab (http://www.fpsbanana.com/prefabs/1828) to lower the stalemate chances Changes compared to beta 2 - Fixed all the light errors by adding more light on the dark places - Added some rooms at the sides to make the map look better - Made the respawning slower on each capture to balance the teams if 1 seems to be stronger (2-3 seconds per capture with a basic time of 3 seconds) - Some minor bugs Left to do - Make the floorlights not solid as they sometimes disrupt the movement. - UKCS logo - Red Faction logo

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  • UKCS-Alias avatar
    UKCS-Alias Joined 12y ago
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    Posted by BeelZebub WAY WAY WAY WAY too much health on this level. If you cut back the amout of health packs to about 1/4 of what there is now it will be much better. Also, I am not a big fan of maps where the spawn is right next to the flag...leads to too much turtling. Overall though the map has some great potential, get rid of some health packs and it would play nice.
    The lots of health (and ammo) has a reason. In normal ctf maps you must cap 3 times to win. because of the anti stalemate prefab that i used 1 cap can be enough. because of this the places allow themselve to be harder. Further, the bottom floor at the center of the map is a pyro heaven which is the reason it has 4 small health packs. At last i places alot of health at the flag so the flag taker can at least run out with a little bit more health. As the map is based on the red faction map checkmate the spawns are placed this close at the base because in RF you spawned inside it as well. Also, in a test of a previous version people were complaining about not enough health which is a reason i increased the ammounts also (it was a test with 13 vs 13 players). I agree there is alot of turtling but again, the red faction version had the same which in that game turned out to be the best map.
    The Knifosaurus avatar
    Mantra
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  • BeelZebub avatar
    BeelZebub Joined 12y ago
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    WAY WAY WAY WAY too much health on this level. If you cut back the amout of health packs to about 1/4 of what there is now it will be much better. Also, I am not a big fan of maps where the spawn is right next to the flag...leads to too much turtling. Overall though the map has some great potential, get rid of some health packs and it would play nice.
    Bananite
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  • FallenAngel avatar
    FallenAngel Joined 13y ago
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    Ok. Thanks :)
    Superstar. ๏̯͡ avatar
    Mantra
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  • UKCS-Alias avatar
    UKCS-Alias Joined 12y ago
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    Posted by FallenAngel the one problem I see is the higher ledges may give the explosive classes too much of an advantage.
    Thanks for the good and detailed assessment many of the points are indeed true as the map has been tested in a 13 vs 13 situation :D. in that test we did notice that the explosive classes dont have an extreme advantage. The strongest one was the pyro in the center and heavy in the enemy base itself. the explosive ones were however good at taking down some harder sentries. btw, Teamplay is the balance between how much you are forced to play in a team. if its too much based on teamplay the map is usualy too hard. if its too low than every played can play alone and easily win (which is bad also). A good map usualy has that you must break some defence as a team but not that you need all the players at once.
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    Mantra
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    BanditBBS Joined 12y ago
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    Well, I've had b2 on my server ever since it was released and love it. Just tested this version and will throw it up online. I only see 3 problems: 1.) Floor lights still stop you sometimes - Still in your to-do list :) 2.) Spies will not like this new version, they liked the darker b2 3.) The added rooms definitely added to the look of the map. However, add some fake doors as well, as right now it looks like rooms nobody could ever get into. Add some doors on the walls to make it look just a tad better.
    Bananite
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  • FallenAngel avatar
    FallenAngel Joined 13y ago
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    Balance: Obviously, it's going to be balanced because it is a capture the flag map, but it looks unbiased on the defense and offense fronts as well. There isn't much to say here other than nice planning. Design: I like the layout of this map, the brushwork is complex enough to look very good, but it's not overdone. The map has solid, quality lighting, and the textures look wonderful. However, that is also the one problem I have with the design. Some of the textures look like they are from a realistic looking game such as Counter Strike: Source. Fun: The map looks exceptionally fun, even for a capture the flag map,. The brushwork and lighting add to the graphical part of the fun and the well laid out gameplay and layout make for an enjoyable experience on the other side. Gameplay: The design looks nice, as I have already stated and the layout seems balance offense to defense, as I also said. the one problem I see is the higher ledges may give the explosive classes too much of an advantage. Teamplay: I still don't know what teamplay is, but I;m guessing it's a combination of Balance and Gameplay. Both of which you did well on. Keep up the work on this, it should be a great map when you finish it.
    Superstar. ๏̯͡ avatar
    Mantra
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UKCS-Alias
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UKCS-Alias avatar
UKCS-Alias Joined 12y ago
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Hammer

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3.0

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32
Development State
Beta

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