Ads keep us online. Without them, we wouldn't exist. We don't have
paywalls or sell mods - we never will. But every month we have large bills
and running ads is our only way to cover them. Please consider unblocking us. Thank you from GameBanana <3
The Blue team is staging a hostile takeover of the Red corporation! Follow the Blue team from their invasion in the harbor to the dramatic capture of the Red team's corporate office.
by Reed Hawker ([aVa] Hawk)
Updates for b3.0
- The exterior of the corporate building received a much-needed face lift.
- Red's first spawnpoint has been heavily reworked. Eventually there will be a crane on top of this building.
- The map has been made a little more sniper-friendly. Before, it felt like after the first round there wasn't much use for snipers. This should be changed, and hopefully not for the worse.
- CP1 - players can now easily get on top of the CP1 roof. This will accommodate snipers and allow Blue to provide cover fire on the way to CP2. Naturally, Red will be using that rooftop until CP1 is taken.
- CP2 - Red now spawns a bit further away from CP2.
- CP4 - A new perch is available to Blue that overlooks the second warehouse.
- CP6 - Big changes here. Everyone said it was too hard to capture the last point. Well now, there is a second route to the top floor so that Blue doesn't have to be held off at one set of stairs. Additionally, if Blue presses to the top floor, a new alternate route opens up for them to better assault the final hallway, or sneak into the side-room. As a final aid to Blue, I've made it take slightly longer for Red to exit the final spawnpoints.
The Blue team is staging a hostile takeover of the Red corporation! This assault map follows the Blue team from their invasion in the harbor of the enemy to the dramatic capture of the Red team's corporate office. Battle your way through the docks, warehouse, and working spaces as the Blue team or defend your CEO to the end with the Red team.
This map is a control point map along the styles of Dustbowl, in which the Blue team attempts to capture all of Red's control points before time runs out. Once a control point has been captured, it cannot be recaptured. There are three rounds with two control points each.
This is my first Team Fortress 2 map and it's still in beta, so I hope to learn a lot from the people who test it out. Please leave your comments on ways I can improve it. There are still a lot of unfinished areas, but I'm still open to advice on how I can improve its visuals, layout, and balance.
How to Install:
Unzip the contents of the zip file into your team fortress 2\tf\maps directory. It is one singular .bsp file and all custom objects and textures should be included within it.
Thanks to the kinds folks over at TF2maps.net for their help on various little problems I came up with. Also, a big thanks to my Avalanche friends for helping to playtest this map.
And especially, thanks to the many people who have provided me helpful feedback on FPSBanana. Yours has been especially helpful in terms of balance. Specifically, thanks to AI|Chicky, chillywi, crazychicken, and TeeCee.
Pros: It's a very fun map, well made and the gameplay can be quite entertaining.
Cons: The second point in stage one can be nearly impossible to capture sometimes, the Attackers are bottelnecked through very limited routes to it, and the second point is so close to the defending teams spawn after clearing them off you get blasted by them only seconds later while your still recuperating and getting together to cap it.
Improvements: More ways for attacking team to reach final point in stage 3
Pros: a Nice new theam, and really good for new players.
Cons: I find the points are either too hard or two easy to cap, 1-1 is pritty good, but 1-2 is very easy to cap, unless they get a sentry up in the shack then its really hard. and the cap points go on like this, if they get there early and get a sentry and a few guys on the point its solid to brake through. But if they didn't have time you can often get there before they have anything up. the worst is 2-2 which we either tend to cap strait of the bat or never cap.
Improvements: A little time put into testing the points, you can do it on our server if you want, the owner of the server says its his favorate map ever, so im sure he would love for us to play test it with you. pm if you like, there is about 5 of us that play it allot and will give good feedback.
Pros: Very well designed, looks great, love the battleship
Cons: Too easy to turtle in a few areas, especially cap 1 part 2, and cap 2 part 2
Improvements: add some alternate routes to allow attackers different angles to attack sentry guns
Notes: 24 man play test, went well, will be votable on my server
Pros: The map is absolutely gorgeous. The first level and the first halves of the 2nd and 3rd levels are really fun. Lots of nice improvements in this version.
Cons: CP4 (the 2nd CP of the 2nd level/stage) is way too easily defended. There are only the two narrow and easily defended pathways in, and for some reason BLU's repsawn time for this CP seems to be extremely long with this version, putting them at an extreme disadvantage for this CP. I've seen two sets of ubers go in one after the other and still not be able to cap the point, so despite the fact that the 3rd stage has gotten a bit more balanced we hardly ever see it.
Improvements: Biggest thing would be adjusting the spawn times for that 4th cp I think, otherwise maybe open the CP up a bit, a door in the roof, or another path or something maybe. Also the unusable spawn door mentioned by Chicky below.
Pros: Everything about this map is amazing. Valve needs to release it with TF2.
Cons: In the process of making the last area easier to cap, you may have complicated it a tad much. It's important for teams to know where the enemy is coming from and too many routes creates a lot of confusion.
Improvements: None. I think what you've made is absolutely amazing.
If you want to get nit picky, there are some areas which could use some "glamming" up. For example, the third area has a door to another office across the street... that office looks like crap. :/ Also, the lobby area is very plain and simple. There's no paper, no computer, no chair, etc etc. I think the map is fine without those things, but a little more detail here and there certainly can spruce things up a bit.
Also, I noticed the brown trim by the lobby. Everywhere else, it's red.
Notes: I'm adding the map to my rotation this evening in place of b2. I'll let you know if there's anything major that needs to be done.
I want to see your next map - pronto!
Hammer - for the creation of the map itself
Maya - for creation of the custom objects
XSI Mod Tool - to export the custom objects
Photoshop and the VTF plugin - for creation of custom textures
You can find my detailed tutorial on custom objects at TF2maps.net: