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cp_harbor

A Map for Team Fortress 2

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5 Capture points, 2 boats, 1 harbor and 1 winner !

The battle takes place in a harbor who is lost in the ocean. Two teams owns two opposite factory will fight for know who will dominate the place. The middle is the core of the battle, with the two boats, Blu with beauty and technology , Red with an old pirate ship.

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  • NeOPaX avatar
    NeOPaX Joined 11y ago
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    661 points Ranked 43165th
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    New version here :D ! http://www.fpsbanana.com/maps/68176
    Bananite
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  • AI|Chicky avatar
    AI|Chicky Joined 15y ago
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    37,209 points Ranked 116th
    access_time 11y
    Pros: This map has some amazing textures, details and brush work. You've done amazing job. Cons: There's a whole lot of water. Improvements: There's a whole lot of water on this map. The middle point is probably the best use of the water - but outside of the middle point, not so much. Getting into the water should be nearly impossible outside of the middle point. The middle point really feels very scout heavy. This may be due to the water being the primary option of getting to the middle point. An extra walkway or grating so that players can for the most part, walk to the middle point, is ideal. Notes: Love the sounds in the map. You did an excellent job creating your environment. I'll give the map a try on my server and see what players think. Good work.
    www.clan-ai.com avatar
    Mantra
    www.clan-ai.com
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  • NeOPaX avatar
    NeOPaX Joined 11y ago
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    661 points Ranked 43165th
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    Thx for the feedbacks, i'll do a realease in maybe, 2 or 3 weeks + for fix bugs, optim and others things ! Thanks again for playing and enjoying this map ! :p
    Bananite
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  • ...oxy... avatar
    ...oxy... Joined 11y ago
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    130 points Ranked 62596th
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    Well. We played this for a bit on our server 10v10. Pros: The layout is over all pretty good. Nice detail and concept. Cons: Very laggy in the middle of the map. Falling into the water is really annoying and it is a pain to get out. Suggestion: Optimize the middle of the map and seal off the underwater bit.
    Bananite
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  • Cookeh avatar
    Cookeh Joined 11y ago
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    350 points Ranked 48784th
    access_time 11y
    Pros: well detailed great layout, i love the ships :P Cons: cant get inside the ships atm Improvements: let us inside the ships and have spawnpoints depending on what is captured Notes: capture times would work a lot better if your spawns were dependant on which cp's you have look forward to v2, added to my outback servers rotation 85.234.155.252:27034
    Bananite
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  • CaffeinePowered avatar
    CaffeinePowered Joined 12y ago
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    2,594 points Ranked 20001st
    access_time 11y
    Pros: Well detailed, unique design and layout Cons: Drains FPS, rear points are almost too difficult to cap. Improvements: Try tweaking spawn and capture timers a bit to give the team thats advancing more of an advantage. In our playtest we seemed to just trade the middle point over and over, never able to get any momentum going to the 4th point. Notes: Nice work,
    mmm....coffee
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  • DJive avatar
    DJive Joined 11y ago
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    101 points Ranked 69450th
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    Scale up the water, Water in TF2 looks really bad at .25
    aesthetics
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  • Booster37 avatar
    Booster37 Joined 11y ago
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    3,618 points Ranked 2185th
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    Pros: Just looks amazing. A map in which I would think Valve would have been proud to make. Of course, we all know that. This map makes players play classes they may have not played on previous maps. Cons: Well, I've got a few complaints, but it doesn't take away from the beauty of the map. First off, I personally think there are some areas in which are really unnecessary to clip off. A good example of this is the area below the set of stairs closest to both spawn areas in the first CP room. Another area is that little area at the top of the other set of stairs in the room. Since we are still near the spawn areas, I'd like to say that I think the first CP room is just too compact. Actually, plenty of the areas in this map are too compact, but work well. Having said that, this map is an engineer's wet dream. To me, there are a lot of effective sentry spots on the map, as long as they stay away from the middle. The middle is essentially sniper territory. Safest clas to play in this map if you want to rack up a few kills is demoman, as there are a lot of hidden places they can hide stickies. Although this is clever, I really don't find the need for the "Swift Water" area. It has obviously got to be a joke spot. This is either for losing teams to kill themselves to prevent the other team getting an easy point on them or simply a noob trap so veterans of the map can laugh at their existence. And 12 seconds waiting for doing something stupid is never fun for them. As for the suicide attempt after losing, well, I don't understand how they got there once the enemy capped the last point when they could of been helping defend :P Improvements: Remove a few clipping areas, and I would consider clipping the "Swift Water". Notes: It truly is an awesome map, and if I had a server, I'd be glad to put it on there on rotation or even as a 24/7. This is an A map.
    Fire God avatar
    Mantra
    Fire God
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  • flubber avatar
    flubber Joined 12y ago
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    access_time 11y
    Very Good map, but it's a hard very hard run for middle & low computer. I agree with other cmments about missing some direction (especially between cp1-2 (5-4).
    Bananite
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  • Noise avatar
    Noise Joined 12y ago
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    access_time 11y
    Pros: This is an excellent symmetrical map. Perfect timing on the CP's. Excellent use of props and sounds. Very nice. Cons: None Improvements: Maybe some signs pointing to the next CP. the map isn't that hard to figure out after about three rounds. Can you change the water texture in the middle cap point area? It would look much better if you did. Notes: You must have put a TON of time into this map.
    Apeeling Member avatar
    Mantra
    Apeeling Member
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NeOPaX avatar
NeOPaX Joined 11y ago
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Hammer, Sdk Source, Pencil, Imagination , time and friends ( typhon, flo & alcor )

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