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FURNACE CREEK BETA 2.0
Gametype: 3 point attack/defend capture point
Scoring mode: 1 point per capture point captured
Authors: Tim "Youme" Johnson, Wade "Nineaxis" Fabry
Contributors: Snipergen, Void
A Gravelpit style map with three points, BLU must capture A and B to progress to C.
Recommended config file
A note to server owners:
This map has menu thumbnails, there is a .res file in the root of the archive, if you're putting this map on a server, simply place the .res in the server's /tf/maps folder along with the .bsp file.
The .res file is not needed in any way if you are not putting this map on a server.
Revision History (DD/MM/YY)
Beta 2 released 10/05/09:-
* Fixed scoring method, thus fixing tournament mode.
* Fixed .res file containing incorrect information.
Beta 1 released 10/05/09:-
* Detailed the entire map.
* Changed indoor stairs to cap C for improved ease of use.
* Slightly adjusted cap times and respawn wave times.
* Incorporated custom models from Snipergen and a texture from Void.
* Updated menu photos and created a quicklist thumbnail and accompanying .res file for servers.
* Implemented lightmap grid optimisation.
* Minor miscellaneous other changes.
Alpha 3 released 26/02/09:-
* Adjusted spawn timers slightly to aid balance.
* Upped capture times to aid defendability.
* Moved red spawn slightly further backwards.
* Added glass into windows at one entrance to C from A.
* Added cover to one entrance to C from B.
Alpha 2 released 10/02/09:-
* Renamed capture C to C
* Increased lighting in all indoor areas.
* Added more health over entire map.
* Increased cap times to closer to Gravelpit's (A/B longer, C faster).
* Unified red's spawn into one building and move it slightly further from C.
* Enlarged entire C area, making the building more open.
* Extended B building slightly providing more space inside and underneath as well as opening up the windows to allow shooting in/out easier.
* Opened up B's roof to be rocket jumped onto.
* Adjusted spawntimes so red take slightly longer and blu slightly less.
* Added A B and C indicators on HUD.
* Slightly shrunk the A arena.
* Reworked paths between points slightly.
* Moved blue's spawn so that (with only one door) they can see both exits.
Alpha 1 released 04/01/09:-
* Small vis bug near blu spawn.
Copy "maps" and "materials" folder into your "tf" folder. Press "okay" for any warning messages.
Server Owners: .RES file in the "maps" folder will force download the Quick List menu thumb (in the materials folder). Whether or not you want to place this and the materials on your server is up to you.
I played a very early version of this map which had no textures in a rotation server. I found it to be very enjoyable, and can't wait until the final version.
My only problem with it is the cap times are incredibly long, it may have just been in the version I played, but it felt like we were standing on the point, wiating for the cap for very long time.
This map is really fun, the only thing i dont like is the lighting, I know it is there to ressemble the heat but I think it would be better with ligthing thats less vibrant.
but thats only a small suggestion, other than that, its great!
First of all, I'd like to disagree with noser's point on how the points being both equally easy to take is bad - this shows that both sides are completely balanced, ensuring that the game doesn't devolve to "cap A, go B, go C" that gravelpit commonly has.
The detailing and texturing is very nicely made. The nice sunset in the background is easy to look through (as long as you don't look directly AT the sun) and I found no difficulty in distinguishing different classes and different teams. The displacement work is wonderful, congratulations on that as well. However, the S.L.U.G is up too high (lower it!) and the heliostats/solar panels extend too far back as well, and have too much detail for being stationed that far away - it puts quite a strain on FPS. Otherwise, I maintain a constant 90 fps throughout the map.
The gameplay is fantastic, and balanced. There are doorways and natural chokepoints formed by rocks for demomen and pyros to guard. Engineers have formidable yet vulnerable sentry positions (a main problem with Gravelpit B was the number of positions that had one or two weak spots that were difficult to get to). Medics can get around places easily to get to their heal problems as there are hardly any bad clips, and soldiers and scouts have a lot of room to jump around with the high skybox and perches. There is plenty of ammo for spies and engies without being too deprived, and the health is placed in appropriate places. Heavies and spies have ambush spots in close quarters, and they also have enough room to strut their stuff and get places without bumping into people. Snipers have good, long sightlines that don't get a view of everything (so they aren't overpowered). Everything plays magnificently, except that a few tunnels are too wide.
Overall, a fantastic mapping effort by Youme and Nineaxis, accompanied with fantastic models from Snipergen, combine in cp_furnace to make a map worthy of rivaling cp_gravelpit itself.
Very AWESOME. Not entirely unexpected, yet still pleased.
Very easy to understand and learn quickly (such is a gravel-pit style map), impossible to get confused.
Very similar to G-pit, and this annoys me. It doesn’t have a lot of originality in the design. It is different, granted, but not enough. Points A and B and the overall layout are very similar.
This is why I really like the final area. The point is very different, yet still great and very open, which fits in with the map’s style.
Each point is very strong in design and execution.
Can still get onto blu spawn ledges as red scout, just differently to G-pit.
Textures used magnificiently.
Aesthetic is wonderful, except the small Furnace Creek logo on the last point. Not sure why, it just seems weird.
« back to aesthetic for a minute:
Every little thing has a reason to be there, and it makes sense. This is the main problem with most custom maps. You have beaten that problem fantastically.
Cons:No major/heart-stopping/new-release deserving ones.
The only issues I found was that one texture thing, and the originality of the map.
Annnnd, the skybox. Sorry, but the skybox was a little bare. It sounds picky… because it is. Because of your normal standard, the skybox surprised me.
B should be hard to capture, or, if blu make it and start capping, hard to stop capture. And A should be the opposite. At least that’s what worked well in Gravel Pit.
This sees moderately difficult points for either side. And there is nothing wrong with it, just an observation.
The semi-blocked windows on B would be awesome for a kritzkrieg’d solly.
Pros: Looks great, good job, plays well, good stuff. Below comments are intended for future map construction.
Cons: Need a sign for A, from B to A. It's Confusing knowing where the blue team is coming out from when first playing. Some passages are unmarked as to where they lead. Sun glare can be a little too much and gave me a headache. Feels way too enclosed on A and B, fells almost unnatural. Too much of the same color.
Improvements: More direction signs, Knock down some of the cliff walls and use fences or something so we can see that beautiful skybox and breath a little on A and B. Maybe use some different colors in places, maybe provide some brighter lighting around the points..
Notes: Again good job, I don't feel like this is complete but its close. These are the first thoughts i had when testing this.
Pros: "I liked furnace creek a lot. It ran like gpit except C is easier to attack, and B and A are pretty evenly defendable." This was the general consensus after playing for 2 games of 2 round each. Plays great, has unique look to it.
Cons: The exit from both spawns allow teams to see through so you can easily see when to det your stickies and get a quick 3 kills. While sniping, I noticed how easy it was for a soldier or demo to jump right up where I was w.o me seeing him b/c well, he was jumping over me. Possibly adding a roof to aid the offense might be better. I noticed it was also much easier to kill medic combos while they are up there. Once you're up there, spam = easy kills.
Improvements: Add a roof or something to the 'tunnels' for offense. Add a med HP to both A and B. There are 3 tiny ones at B, at strange spots. I *think A has a med one but it favors attackers, not defenders in its placement out the right tunnel to A.
Notes: Some complained about the sun's glare being too bright, I didn't notice the problem myself, thought it looked great. Here is a STV, hope you find it useful.
This looks very nice!
I haven't tried it out yet but I'm definately planning to and hope to see some servers with this map on. Maps with this kind of lighting always get me because it makes it looks so nice. You did a very good job on the ground it looks, and the rock structures. It Looks like it'll play very nicely as well. Kudos to you sir.