pl_swift

A Map for Team Fortress 2

Hey, you! We are one of the oldest mod sites on the Interwebs. Sign up and maximize your browsing experience.

  • Subscribe: Get notified of new submissions like this.
  • Say Thanks: Show your appreciation by sending WhatIsSchwa points.
  • Post: Give WhatIsSchwa your thoughts on this Map.
  • Vote: Help WhatIsSchwa win the Monthly Awards.
  • Rate: Give this Map a rating out of 10.
  • Flag: Alert moderators and warn members of a problem with this Map.
  • Watch: Get notified when this Map is updated.
Mascot

Sound fun?

Sign up

Already a Bananite? Login

Single Stage Payload map set in Alpine environment.

Updated to pl_Swiftwater http://www.fpsbanana.com/maps/105583

Files

Posts

  • 1
  • 2
  • 9y
    Dracky avatar
    Dracky Offline
    Member Joined 10y
    I think this is currently my most liked map on TF2 at the moment, however the decals need to be fixed, they are the only thing letting the map down, other than that it is a perfect map i believe.

    Well done, cant wait to see more maps from you.
    Bananite
  • 9y
    Teldin avatar
    Teldin Offline
    Member Joined 9y
    Swift is a great map. Check out the final version. Add it to rotation! Everyone will love it.

    10/10

    Bananite
  • 9y
    ExHail avatar
    ExHail Offline
    Member Joined 9y
    Love the map! Nice and small in file size for quick download. Great variance of play throughout the map with a slight favour towards the canny sniper.

    Can't wait for V2 to be released, looks really promising :D

    10/10

    Wise men follow their own dire
  • 9y
    WhatIsSchwa avatar
    Member Joined 10y
    1,039 points Ranked 4602nd
    Thanks for bringing that to my attention. It is tough to predict the abusive nature of some players. I'm currently testing a large amount of tweaks and bugfixes and intend to do a V2 release soon.

    Everyone's support and feedback has been extremely encouraging.
    Bananite
  • 9y
    merple avatar
    merple Offline
    Member Joined 9y
    Http://files.filefront.com/omgdem/;13248162;/fileinfo.html heres a demo of the gamebreaker in question. A larger spawn with a second exit at the rear could solve this.

    Posted by Blackjackjulian

    Been running it in a server community, and we noticed a serious gamebreaker of a problem.

    The last attacking spawn is too small. People spawn right in front of the doors, which causes them to open, with no time to uber or back off.
    Some people actually managed a sentry nest, and spawncamped the hell out of BLU, in the most literal sense of the word.
    Please fix this - otherwise, it's a fantastic map.

    Bananite
  • 9y
    Blackjackjulian avatar
    Member Joined 10y
    2,856 points Ranked 1629th
    Been running it in a server community, and we noticed a serious gamebreaker of a problem.

    The last attacking spawn is too small. People spawn right in front of the doors, which causes them to open, with no time to uber or back off.
    Some people actually managed a sentry nest, and spawncamped the hell out of BLU, in the most literal sense of the word.
    Please fix this - otherwise, it's a fantastic map.
    Map Surveyor: I Run TF2 Maps avatar
    Mantra
    Map Surveyor: I Run TF2 Maps
  • 9y
    Pros: map uses alpine environment, to great effect
    Cons: none, really
    Improvements: i love this map and think it's basically perfect.

    10/10

    Bananite
  • 9y
    Pros: Great flow, nice balance on the back-ways
    Cons: Last point is slightly skewed against red

    10/10

    Bananite
  • 9y
    Anonymous
    Pros: Great look and feel, superb use of valve's materials and small file size.
    Cons: A few places it's hard to tell where to go next, but you get used to it.
    Improvements: meh
    Notes: nope
  • 9y
    WhatIsSchwa avatar
    Member Joined 10y
    1,039 points Ranked 4602nd
    Just wanted to say thank you to everyone who has posted feedback. I wasn't sure what to expect and the positive reception has really meant a lot to me.

    I'm considering making a few tweaks for a V2 release. A few little bugs slipped through playtests that I want to fix, as well as making CP3 a little easier for blu. I think the time needs to be reduced slightly as well, currently each CP capped gives 5 1/2 minutes, with a ten minute max.

    If anyone else has any minor and specific suggestions please post them and I'll try to get them all into V2. If I do update it will be the final build for certain.

    Bananite
  • 1
  • 2

Embed

Share banner
Image URL:
HTML embed code:
BB embed code:
Markdown embed code:

Credits

Key Authors
What Is Schwa?
Unknown
citrusmirakel
Unknown

Submitter

WhatIsSchwa avatar
Member Joined 10y
1,039 points Ranked 4602nd

WhatIsSchwa
Creator
Sign up to access this!
Sign up to access this!
Sign up to access this!
Sign up to access this!

Category

Details

Version
1.0

Attributes

Miscellaneous
Players
32
Development State
Final/Stable

Stats

Posts
19
Views
16,908
Downloads
4,309
Total Downloads
4,309
Date Added
9y
Date Modified
8y
Sign up to access this!

Share

  • Share on Reddit
  • Share on Twitter
  • Share on Facebook
  • Share on Google+

More from Submitter

bcp.crwdcntrl.net tracking pixel