Loosely based on the layout of the classic warpath map.
There's little in the way of metal or health lying around, but the red cows will act as twin dispensers for the red team, and blue cows for the blue team, and there's always an accessible spawn room not too far away if you need a top-up.
This is the first that the map has been posted outside of my clans forums, but it's been tested a fair bit, and there doesn't appear to be any gamebreaking bugs. If you find any, please let me know.
Pros: Exceptional detail
Improvements: Even with a 24 man server, this map felt like it took forever to get from one side of to the other. Is there any way you could put in maybe fixed teleporters in the spawns, might make the walk just a bit better.
Either that or move the forward spawns up a bit.
Notes: Cow Dispensers = win
Posted by Crazypip666
The checkered pattern on the fifth picture, did you build cubemaps?
Cubemaps, what's that?
lol, yes I built them. I mentioned it earlier in the thread, that the checkerboard effect only happens (for me, anyway) when texture settings are on high. I didn't notice it sooner, because I only upped my settings to take those pics. It's a default texture, canyon_floor or something, so I don't know why it would behave like that.
This looks realy great and i can see some nice sniper spots here and there :D and maybe enough to try and trick up to with my engi.
Anyway i realy like it i hope some servers will run this soon, one of the best out there atm. :)
Other than a few texture problems as already mentioned the map looks great. I haven't found a server running it so I'm not sure how it plays. The only thing that concerns me is the cows instantly refilling health and ammo. Seems like that would create some insane unbalance. Instead of acting as a dispenser the cows act as a "Medicine Cabinet" in the field.
I'm not sure that teleporters would be that much of a defining factor. They can be handy, yes, but I've always found that the changing spawn points in warpath made them a pain to maintain where thay're needed. One of the things that I tried to improve on was the distance that needs to be covered between spawn points and the 'front line'. Some of the spawns have been pushed forward a little in relation to warpath, as well as overall distances between control points being shorter. A few people have commented that the map is longer than the original, maybe because of the more open spaces around some of the CP's.
The checkerboard thing is something to do with a missing shadr or something.(if you meant the floor texture in the mines) normally I run on low video settings, and I only noticed it was there when I turned the settings up to take some screenshots. It's a default texture, too.
The same mines have a dead end that should have been fenced off, but that's the only one I can think of. There's another cave near the mine exit, but that's a respawn. I'll stick a gate on that, to make it's purpose more obvious.
Why play this when you can play the original is like asking "why play tf2 when you can play tfc?", or "why have crunchy nut cornflakes when you can haveshreaded wheat?"