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\\TEAM FORTRESS 2//
TYPE: Control Point
FILE NAME: cp_cavein.bsp
FILE SIZE: 19,045KB
RELEASE DATE: 1/20/2008
Both teams begin in the bottom of a collapsed mineshaft, they need to work their way up-towards the quarry surface, take control of the 'foreman's former office' and push the opposing team back into their own mineshaft.
MAX PLAYERS: 32
MIN PLAYERS: 2
- 5 Control Points
- 60 second prep-time.
- 30 minute max time limit.
- 5 minutes added on each cap.
UPDATES/CHANGES/ADDITIONS IN THIS VERSION (1.1)
- Added forward spawning. Made available when the depot is captured.
- Added an alternate exit route from the spawn, as well as another entrance to the cave CPs.
- Fixed the purple and black checkerboard textures.
- Changed the depot cap times from 5 seconds to 4.5.
- Fixed being able to pass through the smoking truck.
HOW TO INSTALL THIS MAP:
Place the cp_cavein.bsp into your:
\Steam\steamapps\***YOUR USER NAME***\team fortress 2\tf\maps
SPECIAL INSTALL NOTE:
If you previously installed cp_cavein, you should remove it from your maps folder and substitute it for the newer version.
AUTHOR CONTACT INFORMATION:
We at jfh would add the map to our servers one problem however
with the advance spawnpoints (which are great) when you take a point it moves up the spawns but if you lose that point it doesnt move the spawn back again so you end up with people spawning right next to the center point no matter what
if this is fixed and the map renamed wed love to add it to the server
Pros: Good Size. Extra Spawns are a wonderful upgrade. Nice texture fixes.
Cons: Nothing, I liked that you could plant Teleport Exits behind the truck before, but i'm weird that way.
Improvements: Needs 1 of 2 choices, remove instant respawn, replace with normal, or/and change the respawns timer so that whoever caps the middle forces the other team to spawn further back. This change plus instant respawn might work very well for a fast aggressive game.
The map is well made but the layout is wrong
its impossible to cap the 4th cp as the other teams spawn is right outside the cap point, also i think the 5th cp would be hard as well.
needs more work on the gameplay layout and then alter the map accordingly
tried it on my server and it was a total stalemate around the middle cp jsut needs the other team to only spawn at forward point when they have middle cp, and another route would be good too i think. nice map in same vein as warpath and toyfort, look at warpath and edit this and it will be good
Pros: good size, works great with 24 or 32 players, good cap times, and nice use of props and stuff
Cons: nothing i can think of atm
Improvements: umm i cant think of anything
Notes: keep up the great work, make more maps :D
Ill try it out, looks like it might just be too big though, I'll let ya know if it is teh_suxorz with 24 or less players (being as my server is a 24 player server) looks cool though, definately, the area in the last screenshot looks as though it needs more props