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It is currently Sun Sep 05, 2010 2:31 pm
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Psylence
Joined: Sun Mar 28, 2010 7:28 pm Posts: 9
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 cp_gauntlet
Map: cp_guantlet Version: beta 4 Screenshots and download: http://forums.tf2maps.net/showthread.php?ltr=G&t=9361I created this map with the intention of creating a unique mechanic without sacrificing traditional gameplay. The map is a linear, 1-stage, 3-point, capture point map. A train regularly runs down a narrow valley that can be traversed to get behind enemy lines, but offers the risk that any slowdown could result in your flattening at the hands of the Train God. As team Blu captures points A and B, the train changes to make things easier on Blu.
Last edited by Psylence on Fri Apr 09, 2010 3:32 pm, edited 1 time in total.
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| Mon Mar 29, 2010 10:20 am |
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Dr. Boom Stick
Joined: Mon Sep 17, 2007 10:48 am Posts: 1320 Location: Bloomington, IN
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 Re: cp_gauntlet
Hell yeah, I'll try to get this on the server by tomorrow hopefully. Looking forward to it!
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| Sun Apr 04, 2010 3:06 pm |
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Psylence
Joined: Sun Mar 28, 2010 7:28 pm Posts: 9
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 Re: cp_gauntlet
Thank you! I'm glad you like it.
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| Sun Apr 04, 2010 5:22 pm |
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Psylence
Joined: Sun Mar 28, 2010 7:28 pm Posts: 9
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 Re: cp_gauntlet
I just completed the fourth beta. More info and pictures at the above link, but here is the change log for anyone interested. Thanks for the feedback, everyone.
Beta 4: - Fixed occasional latency-related train deaths when riding on the train (probably, I'd like to know if it's still happening) - Covered the point B sentry nook with fun, climbable junk that you can't build on - Reworked point C to make the approach easier for blu - - All classes can now traverse the boxcars to get to the point - - The point C area is now sectioned off by the middle boxcars - - Middle boxcars allow passage through them - - Moved and re-sized the windows on the point C building to give the attackers an easier shot at any sentries on the point - - Added a sniper fence to the C building to limit sight-lines for defenders - - Added boxes next to the adjacent building to limit sight-lines and offer a way up onto the boxcars - - Removed the red spawn exit that exited straight through the wall - Red spawn time is increased more when B is capped - Elevated middle tunnels so that they are slightly above train - Tweaked ledge in blu spawn area to make it easier for all classes to scale - Tweaked train gate shut times
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| Fri Apr 09, 2010 3:31 pm |
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Psylence
Joined: Sun Mar 28, 2010 7:28 pm Posts: 9
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 Re: cp_gauntlet
Beta 5 is out.
Unfortunately, I could not find a decent work-around for the train stopping bug. So, this update just has some needed balance and optimization changes.
Point C needed to be a bit easier to assault, so when B is captured blu will receive a forward spawn and red will be given a longer spawn time. Also, red spawn's resupply cabinet that was closest to the point was removed.
Download is at the same place.
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| Fri May 28, 2010 11:21 am |
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Dr. Boom Stick
Joined: Mon Sep 17, 2007 10:48 am Posts: 1320 Location: Bloomington, IN
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 Re: cp_gauntlet
Updated
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| Fri May 28, 2010 4:53 pm |
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