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cp_desperados_b2 - A Mod for Team Fortress 2

A linear CP map where we fight to take the guard tower. This release offers some fixes and improvements and introduces a partial optimisation. Have fun!
  • dorknight avatar
    dorknight Joined 13y ago
    Offline
    11y
    Very cool map. There is only one problem. Every few minutes I get the error, CutLink List Overflow... and TF2 crashes. What ever that is... It happens all the time. I even got a new computer and it happened again!! :( This is happening to some of my friends too. Any chance you can fix this? Thanks.
    Bananite
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  • kankle king M.D. avatar
    kankle king M.D. Joined 13y ago
    Offline
    329 points Ranked 55,700th
    13y
    Ok map looks great, only thing is stopwatch doesn't work! Please add the tournament_stopwatch entity so we can use it for PUGs etc. Thanks!
    Bananite
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  • Yam avatar
    Yam Joined 14y ago
    Offline
    337 points Ranked 55,339th
    13y
    Posted by E5Ky Are you aware on updated version you can place stickies on the blue spawn. If you put stickies on the windows of blues spawn, then explode them, they can kill the blue players before the round starts
    Yes I am :p We reported me another bug in the first RED respawn: you can't change class normally in the right half of the room.. At this time, I'm very too much busy IRL to work on it. Thanks!
    Bananite
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  • kankle king M.D. avatar
    kankle king M.D. Joined 13y ago
    Offline
    329 points Ranked 55,700th
    13y
    Looks great, trying in PUG tonite, will keep you posted.
    Bananite
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  • E5Ky avatar
    E5Ky Joined 13y ago
    Offline
    13y
    Are you aware on updated version you can place stickies on the blue spawn. If you put stickies on the windows of blues spawn, then explode them, they can kill the blue players before the round starts
    Map Tester
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  • CaffeinePowered avatar
    CaffeinePowered Joined 14y ago
    Offline
    2,594 points Ranked 20,930th
    13y
    Pros: Innovative layout and design, good detail work. Cons: Spawn points make the first and last points fairly difficult to cap, the vertical layout makes it very hard for some classes to hoof it all the way up when attacking. The second point is an almost useless give-me, when its so close to the first point and so well covered that blue is going to cap it almost immediately after. The open design also lends itself too well to snipers, and they can easily dominate a good portion of the map. There were also some FPS issues, even on higher spec machines due ot the large open design. Improvements: Work on optimization, might want to further divide some areas with hint brushes to break up rendering. Id also consider removing some of the cover around point 2 so its actually defensible, and after point 2 giving blue a forward spawn somewhere, it was extremely frustrating as an engineer to get a teleporter up but have it harassed constantly by red being able to jump down and kill the entrance. Either that or add a small area in spawn where an engi can place a teleporter. I don't think there's much you can do about sniper domination given the design other than maybe adding some more cover in some areas. Notes: 24 man play test, nice work, and I look forward to future revisions :)
    mmm....coffee
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