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CP Devil's Brew

A Map for Team Fortress 2

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2way CP, utilising moving CPs

FINAL VERSION IS NOW AVAILABLE: DEVIL'S BREW FINAL VERSION Devil's Brew you'll get so drunk, you'll swear the control points are moving! ("don't worry, you're not THAT drunk, the control point DID move") now available in new strawberry beta flavour :) my basic decision here is a CP map, whose points have dynamic defenses. more plainatively, the middle and 2ndary points move about 500 units towards the owner, and on the other side of a door(which only opens to let the CP move past). it's quite a hard thing to do, but i managed to put together a proof-of-concept. i'll upload it for people to review. (to be replaced eventually with the alpha/beta versions) the name comes from the design direction i plan to take: i.e. 2 breweries, in an industrial area, attempting an aggressive takeover bid of eachother. v1.3: - fixed the staircase clipping issue in final cap point room - added more health kits/ammo packs in the middle areas - changed the mechanics of the centre point. now capping the centre will not close/open the middle room's external doors. these doors remain open constantly now. - added water around the boat in sky box - removed the one way doors on the upper floor of the bases - removed the inside-door on the ground floor of the bases in order to encourage fighting to include more of the red/blu bases, and the basement areas - remodeled the centre area to give a more interesting layout - added windows to sides of bases on the wall where the 1-way door used to be. - redid signs and sign layout - new preview menu image demonstrating the moving nature of the CPs

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  • SC119 avatar
    SC119 Joined 10y ago
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    access_time 10y
    Pros: Very fun and different! Cons: Has the potential to stalemate, but it's rare Improvements: None
    Bananite
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  • Ezekel avatar
    Ezekel Joined 11y ago
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    47,038 points Ranked 87th
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    Posted by Zalaxy Pros: 3 Moving CP Points based off of control of either teams, Open Areas and Closed hallways found here, Multiple Routes to go to each point. Cons: Half Design(I.E. Half of the map design is unique and then was copied and mirrored), The second CPs(both) are bias when the opposing teams capture them. They get put in a square room with two entrances. Very bad concept to recapture Improvements: Make the second Half of the map unique as well as the first. Rethink where the second CPs go. Add more coloring/detail related to TF2 Style. Add some kind of action ending effect for capping the last CP(suggestion) Notes: Great map bud. I liked it. Don't take just my advice. Take everyones advice and compromise to you're liking. This is you're map, so design it you're way. I know how amazingly hard and time-consuming maps are. So I understand the mirrored aspect to cut time.
    thank you for the feedback Zalaxy. well there was certain constraints here: the symmetry aspect that you mention is pretty much a must for this style of gameplay. evenmore so as the map uses non-standard gameplay elements (i.e. moving points). the map was originally designed for a competitive play mapping competition - hence blu base and red base need to have no distinct advantages over each other. having said that however, each base has unique asthetics (in the form of texturing, and inaccessible areas/rooms) so that they both look unique. next thing to note is that all maps of this game type are symmetric either rotationally, or along a line. this is to make the game be balanced for both teams, and to prevent players favouring one side over the other side. the 2nd/4th cps actually have 3 entrances to them (2 doors, and a staircase/basement path). regarding the "finale" effect - this is not something that is typical of a 5-point map (consider granary, well, fastlane). furthermore in an older assault style cp map i attempted a "finale" effect, but people tend to be to busy with killing the losing team to pay attention. texturing: i used only TF2 textures. i heavily referenced the valve maps when detailing and texturing thismap. i believe it matchs the TF2 style succinctly, and would need you to give me specific examples to understand why you think it does not match TF2's style. the final version of this map has already been released here: http://www.fpsbanana.com/maps/91286 once the realistic mapping contest concludes, i will be moving it to the maps>tf2>cp> category and archiving this one.
    I am the Bananemensch!
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  • Zalaxy avatar
    Zalaxy Joined 11y ago
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    358 points Ranked 48530th
    access_time 10y
    Pros: 3 Moving CP Points based off of control of either teams, Open Areas and Closed hallways found here, Multiple Routes to go to each point. Cons: Half Design(I.E. Half of the map design is unique and then was copied and mirrored), The second CPs(both) are bias when the opposing teams capture them. They get put in a square room with two entrances. Very bad concept to recapture Improvements: Make the second Half of the map unique as well as the first. Rethink where the second CPs go. Add more coloring/detail related to TF2 Style. Add some kind of action ending effect for capping the last CP(suggestion) Notes: Great map bud. I liked it. Don't take just my advice. Take everyones advice and compromise to you're liking. This is you're map, so design it you're way. I know how amazingly hard and time-consuming maps are. So I understand the mirrored aspect to cut time.
    Cogito Ergo Sum
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  • ExHail avatar
    ExHail Joined 10y ago
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    1,000 points Ranked 30092nd
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    Pros: Unique moving points idea. Seems to help the game be more diverse and stops it from becoming boring when you keep capping the same points because they are always in different positions. Cons: Middle point seems to favour the first team to cap it. When the first team caps it, it moves closer to their base and if the opposite team then takes it away it only moves to the middle thus giving the first team who takes it the advantage for the rest of the game. 1 way gates break up the flow of the game and more often then not only cause confusion to players. I'd make all gates two way and keep it so that all teams can use them, team specific/1 way gates are annoying more often than not. Improvements: Allow the middle point to move all the way to the opposite teams area when they cap it from the opposite team's area. Make the one way gates open from both directions.
    Wise men follow their own dire
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  • WhatIsSchwa avatar
    WhatIsSchwa Joined 12y ago
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    1,039 points Ranked 24458th
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    Pros: The moving CPs are enjoyable and a neat approach to balancing. Visually the map is pretty interesting. I like the industrial feel, and the crane is way cool. Good job.
    Bananite
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  • BS1 avatar
    BS1 Joined 10y ago
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    Checked it out and it seems like it will be fun to play while its finished.
    -ADHD-
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  • Ezekel avatar
    Ezekel Joined 11y ago
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    Posted by cbale2000 That's a really neat idea actually. This looks like it would make a really epic prefab too. I can imagine quite a few mappers (myself included) would love to get their hands on this! :)
    heh heh, well, i'll probably prefab it after i finish and release the map. it's not perfect mind you, i originally intended for the middle point's position to be relative to it's capped percentage and owner. i'm certain there's probably a round-about way to do it, but it will need a lot of effort since you can't get a control point to output it's % captured status, nor can you input to it to set it to a certain capp'd percentage.
    I am the Bananemensch!
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  • cbale2000 avatar
    cbale2000 Joined 11y ago
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    That's a really neat idea actually. This looks like it would make a really epic prefab too. I can imagine quite a few mappers (myself included) would love to get their hands on this! :)
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    Mantra
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Credits

Key Authors
Ezekel
mapper
Special Thanks
TheDarkerSideofYourShadow
for the flatbed & truck models

Submitter

Ezekel avatar
Ezekel Joined 11y ago
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Ezekel
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Development Info

Notes
Hammer

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Details

Version
1.3

Attributes

Miscellaneous
Development State
Beta

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