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Yukon is a 5cp push map that aims to bring utility classes into greater use.
Due to popular demand I've changed the name back to Yukon (formerly Ash Ridge)
This map, a contestant in the ETF2L 5cp mapping contest, seeks to address the underuse of some of the utility classes in micro (6v6) play through distinct path choices, several useful dropdowns, and creative geometry placement limiting the effectiveness of the more used classes (namely the junk above the center point preventing cross-map leaps.) Note however that traditional lineups remain effective.
Acegikmo, my mapping partner and creator of all the custom textures
Shmitz, for making the alpha displacement material
Akill for introducing core comp concepts to me and helping me understand what the contest's design criteria
Individual Feedback: F_M, Rahmie, Akill, oPlaiD, Glue, KankleKing
Playtesters: 2fort2furious, PuniPuniNa, ETF2L pickups, AoC pickup, TF2F pickups et al.
Current version is so far problem free.
Yukon RC2 Changelist:
-Fixed various clipping errors
-Point capture time tweaks
-Added new path from 2->3
-New rocks on both teams' sides in CP3 arena
As this is an rc, or release candidate, I have no intentions of large changes between this version and the final. Do not hesitate to run it on your server or practice on the map, as little will differ between it and the final version. It has been through playtesting to ensure a streamlined experience. Thank you!
Impeccably balanced. There are opportunities for every class to shine, not just the main attack classes that are promoted in most push maps. The layout is original, and it's refreshing to see a skilled mapper deviate from the wellnary formula. Finally, the map has a memorable, well-executed look, but this point leads to my only reservation: why would you name it Yukon when it looks like an Ash Ridge?
Pros: Expertly detailed and well optimized, this map is not just pretty but well balanced as well.
The points are and pathways are well laid out and offer both teams a good position to push forward or defend, while giving each class an option in the fight.
Capture and spawn times are appropriate and players aren't stuck with points that cap too slowly or spawn times that last too long.
Cons: The chock points between the 2nd and middle points are a bit too easily clogged. They aren't horrible, but I think there should be some split third exit from the lower tunnel to the raised bridge so you cant too easily watch both attack points from one spot.
Improvements: Other than add the side path that was my sole gripe with the map, I think you are spot on with just about everything else.
Notes: brbuninstalling.com Custom Map Night Playtest
Very nice work, look forward to a final release :)
URL to post:
Pros: Very good looking, very good team positioning. Lots of focus on height advantage and an overall very strong layout.
Cons: 4th point can be pretty tough to capture sometimes, as snipers in the tunnel get free reign until someone sneaks around to them.
There's also a distinct lack of healthpacks near the 3rd point, giving pyros a bit of an edge, though that's probably a sign that an engineer is needed.
Improvements: Add cabinets in the later spawns to allow switching of weapons quickly and easily.
Possibly add some more healthpacks around the 3rd point, if you feel it necessary.
Notes: Really one of the best custom maps I've played. Up to official standards and a good candidate for the next community map for valve to make official.
Pros: Looks great, very unique feeling, and plays great with any amount of people; not a single person on the server complained during testing
Cons: File size is a little large
Improvements: If there's some way to make the file size just a little smaller that would be great. Other than that, there's nothing I can think of.
Notes: We tested this map with 32 people and, despite it apparently being designed for much less, it still plays great!
We test maps like this every Sunday in the FearedGamers server (s1.fghost.org:27016). Unfortunately due to people being impatient with downloads, our server currently can't support it in the regular cycle. I definitely look forward to trying out the next release though.
I'd like to add that if you have played a 6v6 format match on this map, I'd love to have your demo even if it's PoV only: please record! It really does help me, you can send it to me at mangycarface(at)gmail.com
If you'd like to view development vs detail screenshots, please view the following: