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A granary style map with a hydro aesthetic, focus on close ranged combat spaces with varied routes
Visual walkthrough: http://www.youtube.com/watch?v=wfKbcK3MJGw
Cp_resonance is a granary/well/badlands style push map with five control points. The map style somewhat mirrors the internal/external structure of hydro, though the outdoor segments are closer to a desert setting. Combat takes place over a variety of heights and indoor outdoor sections, allowing players to move into and out of combat areas with ease. Intense battles take place over the overlooking building near the second and fourth points, where the attackers and defenders engage each other in a raised internal structure. The final point takes place in a lowered combat space, in which attackers and defenders have to choose between height advantage or being able to take/defend the point directly.
Thanks to FLOOR_MASTER for hosting support and MangyCarface for map feedback and assistance. Also, players on 2f2f for playtesting, as well as members of the gotfrag,TF2F and etf2l communities for playtesting and feedback.
Custom Texture Credit: FLOOR_MASTER, Ganonmaster, The Chairman, Ericadia, Rutefoot, Bruno Sardine and The Anonymous Mr P
1. Coming out of the forward spawns can be disorienting. If you could place an arrow right outside of them, it would help players orient themselves and not end up walking toward their own base.
2. The final CP cap time is too long/too difficult to attack. As it stands, a team would be required to effectively wipe out most of the enemy before they could own it.
3. Vital Setup to Adhere to mp_timelimit