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This is a small CTF map, should be fairly fast paced with the spawns being very close to each others base. Under ground route should be a good way to avoid the center bridge spam.
This should rap up the map, i dont plan to do any more updates to the map unless there is a major bug found, thanks for everyones comments from beta1 and beta2.
Updates from Beta 2:
Middle area has been total redone to fit in with map name.
New Access route to under ground tunnels added under bridge, this should solve the problem of being unable to stop intel caps that go underground route.
Removed Boxes at the edge of bridge from both blue and red base, this should stop the problem of SGs hitting you before you can get a clean Line of sight of them
Updates From beta 1:
Fully retextured
Added New way into flag room
Blocked of most of the upper floor to stop SG spam
Made Bridge Entrance much bigger to stop choke point
Added 2 new walls out side Spawn to stop insta spawn camping and Bridge entrance spam
Added Loads of new Static Items
Lighting has been redone to make blue more more cold and red look more warm
Roofs are now higher spaced to give more head room
Added 2 new health and ammo packs
Posted by NikonovT
Pros: It's a nice design idea, quite a handful of nice gameplay choices with only a few design flaws holding it back.
Cons: This is by far one of the most confusing, convoluted maps I've ever played. Spawn camping is easy to get away with, since there's nowhere you can run when you leave the gate aside from back into it... As a result, a couple pyros can sit around outside for as long as they want. It's tight and crunched together, leaving hardly any room at all to maneuver. While this might be nice for some players (Pyros), it's not good for game balance since it gives them such an advantage over other classes. Most of the time I'll find myself following the arrows back to my own intel when I want to head outside.
Improvements: Flip the arrows inside the bases about to avoid confusion as to where you're supposed to run to, open the spaces up a bit and, I dunno, maybe some more variety in the textures.
Notes: Good luck in your future map-making fun.
The map got played as one of the CTF maps in a recent TF2 tournament, On a pub the map is prone to spawn camping like CTF-labor, but with a good clan vs clan set up its almost imposable to spawn camp. In fact I found it played very well.
I was going to add a drop down area in the spawns but it changed the whole game play of the map and in turn made it imposable to cap the flag.
As for the arrows, yah there the wrong way around :( but if you look at beta 1 and 2 they were the other way around and people said they were the wrong way around, i cant win :(
Thanks for the comment :) who knows i may change it
Pros: It's a nice design idea, quite a handful of nice gameplay choices with only a few design flaws holding it back.
Cons: This is by far one of the most confusing, convoluted maps I've ever played. Spawn camping is easy to get away with, since there's nowhere you can run when you leave the gate aside from back into it... As a result, a couple pyros can sit around outside for as long as they want. It's tight and crunched together, leaving hardly any room at all to maneuver. While this might be nice for some players (Pyros), it's not good for game balance since it gives them such an advantage over other classes. Most of the time I'll find myself following the arrows back to my own intel when I want to head outside.
Improvements: Flip the arrows inside the bases about to avoid confusion as to where you're supposed to run to, open the spaces up a bit and, I dunno, maybe some more variety in the textures.
Notes: Good luck in your future map-making fun.
Posted by BonafideUK
Very cool. My only criticism it that it is quite obvious you made the blue base first then just simply switched to wood textures in the red base. It doesn't look quite right.
Red base was done first, but every CTF map is a mirror map of the other base and retextured, if it was any different the map would be unbalanced.
Very cool. My only criticism it that it is quite obvious you made the blue base first then just simply switched to wood textures in the red base. It doesn't look quite right.