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This will be the last beta version. Next version will be final but won't be released until at least 2 weeks of testing.
People seem to get the hang of the layout. Take advantage of the back door entrances to the cap points to make capping a little easier.
-Fixed some problems with elevator
-Made map smaller, now to get to C you can take elevator or go through the office middle area
-Added extra room at rooftop for easier cap for C
-Added more arrows
-Added 4 minute timer instead of 3 because of difficulty in capping for offense
-Still working on the fade effect when falling, will figure it out for the final
-Minor bugs, texture alignment fixed
-Temporarily fixed the red fade by deleting it altogether. So falling gunna look a lil weird at the moment...
-Fixed some textures in skybox
This is a capture point map similar to Gravel_pit. Blue must capture A and B zone first before heading to the roof to capture C zone. Red must defend all points.
The elevator door opens after A and B is captured and allows quicker access to the rooftop. The button in the elevator is touch activated, just get close to it. You may get stuck in the elevator occasionally if you run around when it is moving, if that happens, you can type "kill" in console to kill yourself.
The file is fairly large ~55 megs. If you guys feel its too big for your servers, I can try to cut it down some.
I was inspired by de_vertigo and you will see similar rooms for those counter-strike fans.
Please test it on your servers and give me feedback!
You've got a bug/exploit in the area behind A. From a certain point you can see into the map. You can't fire into the area however so it's not gamebreaking really. I've got a picture of the exploit here (http://i626.photobucket.com/albums/tt346/ebarale/Picture2-1.png?t=1235085032). It can be reached by any class as far as I know, it just takes a little jumping, or you can rocketjump over that fence. You might just want to invisibly wall that whole area off-it's basically useless for combat anyway.
Pros: Very nice port of de_vertigo to TF2 - actually it might not be a port but more like a map "inspired by" the former. Gameplay seems balanced enough and players had lots of fun when we put it into our map cycle during a special Custom Map Weekend event.
Cons: There are SEVERE FPS issues on the C point, especially when facing the building BLUs are coming from. My framerate dropped into 30-40 fps territory even though I ran TF2 at pretty much constant 75 FPS on my machine. They dropped even when I was looking at (or perhaps THROUGH) the wall on the second floor of the tower (with the large ammo box). This is absolutely unacceptable for our public server especially since many people have worse hardware than I. Also, people shouldn't be able to build INSIDE CP C... This is the same problem that still plagues cp_junction to this very day...
Improvements: Optimize the last CP and restrict the building areas on it. I really don't see a reason for the huge FPS drops. Also, I don't like the stairs going past the RED spawn since this makes teleporters pretty useless (each BLU passing the spawn will destroy them)... Keep the stairway but cut it off from the spawn, I say.
Notes: It looks like a very promising project I'd really like to see shine in its full glory so that we may run it in our map cycle without hesitation.
Pros: This is one of the best custom maps I've played for TF2, its antastic to look at with details around every corner and it produces some really epic battles that never leave us feeling we've been cheated by an inbalanced map.
The details scattered around all fit with the theme perfectly, it feels like a building site and the skybox helps you feel like you're actually at the top of a huge skyscraper.
The bottles in blue spawn are fun to knock off the edge too :)
The lift activation system is a winner, no shooting things, just run to the corner once the whole team is on.
Cons: There are barely any bad points to this map but there are a few. The corridor leading to cap B feels a little bland and always makes me wish there was more interest to it every time I run down it to defend B.
The lift is the worst part, whilst its great to have the whole team piling on and arriving at the battle symaltaniously some players have got stuck in the base of the lift and others have fallen though completely as a concequence of this I perfer to take the stairs which means I spend ages getting to the final battle field.
Improvements: Hardly any and they are all really small things.; I'd add a little custom sign in the elevator so players know that the corner activates it, I've seen people waiting for ages and ages in it.
Add a few more details around the top of B
The area with the strong red light doesn't feel quite so good, perhaps tone down the strength of the red lighting.
You can't see capture point C from outside at A! Its just a niggle but it made me laugh when I realised it. (in the office room aswell, you should be able to see something through the window but you can't)
Notes: Amazing map, truely fantastic work I love playing it and when I'm about to stop playing TF2 for the night if vertigo is cued up next I'll stay for one more map.
Huge thumps up
Edit: I have noticed red can spawn camp a bit, I've done it once or twice but I've never seen it on a level where it became unfun, most people seem to stick to defending properly.
Pros: Completely awesome. Seems to me like you put a lot of effort into the map. Good job with the 3D skybox.
Cons: Some of the spawns are really easy to camp, for example blue spawn. Also some areas are just too hard to get back and forth from.
Improvements: Try to make some spots less campable, especially on blue. Its basically just spawn, die, spawn, die over there.
Notes: I also looked at this map in hammer, fix the overlapping brushes.
Pros: We can tell you spent some time on this map -- the attention to detail is definitely there! Gameplay is fantastic, too -- the backdoor routes were well-thought out.... ;)
Cons: Filesize! It's just too big to consider for rotation -- too many ppl drop off because of the wait.
Improvements: Just get the filesize down... (And possibly look into the elevator not trapping players in the doors...)
Notes: If it weren't for the filesize issue, this would be in rotation on our server. (The clan/server regulars love it... it's just hard to get the server full because it takes so long to download.)
Map looks incredible, a great visual detail into the brushwork and 3d sky box.
I really want to like this map, I do, but I find it has one very serious flaw, the blue spawn is too easy to camp. I even went so far as to opening the map up in hammer to make sure I wasn't overlooking something.
Everytime I've played the blue side I've been spawn camped by the red team to some degree. Sometimes it's minor and just one or two red snipers down the hall, or a red demoman lining the exit with stickies, and then sometimes, the entire red team is outside the exits blasting away.
While looking over the map in hammer I noticed quite a few overlapping brushes. I took screenshots of all the ones I found and uploaded them here:
There really needs to be an alternate exit of some sort for the blue spawn. Maybe stairs or a stack of objects that leads to the outdoor corridor directly above the blue spawn, or make a path leading from the steel struts around the blue spawn that lead into the vent ducts somewhere. Possibly even add another blue spawn area elsewhere in the map.
The other part of the problem is having the spawn exits directly accessible to the red team, especially with the spawn area having no guard rail or wall around the edge of the building. When a blue player opens the door while the red team is camping, the other blue team members either die directly from the red teams weapon fire or from getting knocked off the side of the building by the splash damage. I've often died immediately after spawning.
Also, as for the struts just below the blue spawn, if you're not going to provide a way to get back up to the main spawn area from them, you might as well make them func_illusionary. Most players who manage to break their fall by landing on them have to kill themselves anyway the way they are now.
As of beta3, the map is entirely too frustrating for people playing on the blue team due to the spawn area, with many players either down right leaving the server or joining spectater mode until the can get a spot on the red team. I've seen up to half or more of the blue team either leave or call for a new map. I myself do not play this map anymore because of this.
Love this map, but the elevator has some clipping problems where my character standing at one of its corners will start to drop, and eventually fall off the elevator. Not sure why.
Maybe they aren't noticing things well, but some players in my server took a while to know how to operate the elevator.
I really love this map, I think it's a great Gravelpit-style map.