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Updates for b2.0 ------------------- GENERAL FIXES - Lots of signs put up to help the confused - It's now easy to run right out of the water at CP 2 - The spawn doors have been adjusted. They're now EXACTLY like the Dustbowl doors, so if there's something wrong now, it's Valve's fault. I tried and tried to have the gate doors kill me and couldn't make it happen. They are unchanged. Sorry. - Plenty of little visual tweaks. Plenty more to come. FIXED EXPLOITS - Red Team can no longer get on the battleship - No more getting on top of the corporate building as a demoman. - You can no longer sticky-bomb your way back into Round 1 - Some clipping added to hamper demomen jumping straight to CP 2 BALANCE - CP 3 had a few changes, but seriously people, if everyone does their job and holds the chokepoints, this one is defendable. - CP 4 has been rearranged to make it riskier for demomen and soldiers - CP 5 got a few walls to hinder grenades. - CP 6 was controversial. To some it's too hard to take. Others told me it's perfect. Well, I only tweaked it slightly. Red must now travel slightly further to leave the spawn room and you can now sneak in the back way a bit quicker.
Overview: ----------- The Blue team is staging a hostile takeover of the Red corporation! This assault map follows the Blue team from their invasion in the harbor of the enemy to the dramatic capture of the Red team's corporate office. Battle your way through the docks, warehouse, and working spaces as the Blue team or defend your CEO to the end with the Red team.
This map is a control point map along the styles of Dustbowl, in which the Blue team attempts to capture all of Red's control points before time runs out. Once a control point has been captured, it cannot be recaptured. There are three rounds with two control points each.
This is my first Team Fortress 2 map and it's still in beta, so I hope to learn a lot from the people who test it out. Please leave your comments on ways I can improve it. There are still a lot of unfinished areas, but I'm still open to advice on how I can improve its visuals, layout, and balance.
How to Install: ---------------- Unzip the contents of the zip file into your team fortress 2\tf\maps directory. It is one singular .bsp file and all custom objects and textures should be included within it.
Thanks: --------- Thanks to the kinds folks over at TF2maps.net for their help on various little problems I came up with. Also, a big thanks to my Avalanche friends for helping to playtest this map. And especially, thanks to the many people who have provided me helpful feedback on FPSBanana. Yours has been especially helpful in terms of balance. Programs & Design Process:
Hammer - for the creation of the map itself Maya - for creation of the custom objects XSI Mod Tool - to export the custom objects Photoshop and the VTF plugin - for creation of custom textures
You can find my detailed tutorial on custom objects at TF2maps.net: http://tf2maps.net/showthread.php?t=838
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