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Gametype: Capture the Flag Players: 24-32 Author: Mark "Shmitz" Major E-mail: shmitz@gmail.com Version: 1.0.0
NOTES: This is a capture the flag map meant to provide 32 players the same amount of flow and strategy as a smaller map provides 24 players. My purpose was to provide interesting teamplay for a larger number of players. If you like 32 player servers for nonstop carnage and chaos, you probably will prefer other, smaller maps, but if you like teamwork and tactics, I don't think you will be disappointed.
TIMER: This map does not use a map-based round timer, but as with Valve CTF maps, it uses the server's map time limit to determine when to change maps. ___________________________________ Revision History
FINAL 1.0 * Fixed doors getting stuck sometimes. * Added a little bit of detail to the lower spawn exit area. * Minor optimizations.
BETA 6 * Changed name from ctf_wall to ctf_revolution * Added a trash chute near the intelligence to allow the option of a quicker exit from the base building. Soldiers and demomen also can potentially enter through this chute. * Increased the speed of spawn doors, and tweaked them so they wouldn't get stuck. * Clipped a few more things that players could get stuck on. * Added/tweaked a few more bits of detail. * Added a couple more health kits.
BETA 5 * Removed street path and blocked off wall lobby. There are now only two ways to get through the wall: the upper bridge path or the hole. * Restructured the inside of the lower spawn building. Removed the stairs that were there. Now the second exit doesn't go off to the side, but up to the sniper roost and to a bridge that allows quick access to the upper path.
BETA 4 * FIXED: Map now will correctly end when the server map timer expires. * Removed main base "battlements". Widened and detailed the back hall behind the intelligence room. * The middle entrance that previously led down to the basement now instead leads up to the top floor hallway. * Adjusted a number of areas to remove falling damage from stepping off a ledge. * More detailing.
BETA 3 * Completely moved one of the spawn rooms to the buildings closest to the street. They exit both to the same alley as before (just from the opposite side) and into the lower chamber of the base. This makes the street path a lot more viable, makes the intelligence room a little less defendable, and makes the upper path less an exit and more an entrance. * Added lane dividing columns in the street tunnel, and added a shortcut for scouts/demomen/soldiers. * The ups and downs of the wall inside area are now a lot more straightforward. * Added Buckets O' Detail. * Added skybox. * Clipped off just about everything to prevent a) getting stuck and b) demomen/soldiers from getting to off-limits areas. Please let me know if you find anything that still needs to be clipped.
BETA 2 * Tightened up the streets and a few other spaces. * Reduced some of the path interconnections. The presence of too many options was contributing to lack of team cohesion for uncoordinated teams (most public servers). Removing a few of the ways to jump from one path to another will focus players a bit more and encourage teamwork. * Added more signs and indicators. * Moved street entrance to the side and up a level, making the street path more attractive. * Added some more detail work, though I'm holding off on most of the finer details until after the layout is finalized. * Other miscellaneous tweaks and optimizations.
BETA 1 First public release.
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