ctf_operative

Credits

Submitter
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    Account Age: 4 years
Emeriastone (Creator/Co-creator)
Key Authors
Alex Kreeger
Mapper/Texture Artist/Modeler/Conceptualist

Rating

9.78/10
Based off 3 rating(s)

Additional Info

Development State
Beta
Version
1.0
Maximum Players
32

Stats

Post Count
18
ViewCount
3,817
Downloads
716
Date Added
3 years ago
Date Modified
3 years ago

A map with innovation -- ultra spytech and gameplay acceleration!

This is ctf_operative, the extension of the map started with the TF2Maps.net intelligence room contest.

Beta 1 is out and looking good. Please post some feedback and questions/comments.

Operative is a standard capture the flag map, with emphasis on layout, ctf gameplay acceleration (by means of fast tubing!), and custom content. You'll also find some fun moving platforms to bridge the gaps on your way to assault the enemy team.

32 players max, all custom materials packed. 30 MB bzipped.

Alt DL links: http://files.getdropbox.com/u/1293763/ctfoperativeb1.zip

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Comments

    • P1: Beggar
      Points: 34
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    Just ran through this map- I haven't officially played it with anyone, but from what I can see its quite a lovely map. Very nice glowing colors with shiny stairs and futuristic-looking objects. I especially like the tubes that go through the rock, showing maintenance tunnels and crates. A very nice contrast. The only nit I have to pick, I think, is the central area where BLU and RED meet. After seeing all the wonderfully eye-catching designs of both bases, seeing the drab gray concrete in the center was a bit disappointing. I mean, it's basically a big square. Maybe if it was a bit bigger with a few more entrances in and out of the bases, and a different color scheme- might I suggest a neutral purple color?

    Bananite
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    Found some copies of Operative going around this morning. If you guys spot people distributing a 'ctfoperative.bsp' please ask where they got it, as I'd like to track some leads down and ask some questions. The only available version of Operative right now is ctfoperative_b1.bsp.

    Remember, check my submissions here at FPSB and the WIP thread at www.tf2maps.net--these are the ONLY places where you will find legitimate version of this map. Beta 2 will be out shortly.

    Bananite
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    Posted by Emeriastone
    Posted by Slench Very nice.. I love the design but I've found a minor bug it seems you can't place stickies on the moving floor in the intel-room and in the battlements also I thing blu's base is a bit too bright compared to red's could you make it darker and make the blue colour glow more intensively like in the reds?
    I could! Good suggestion. And as to the sticky bombs...they don't stick to the platform because the entity doesn't allow it. And it seems to me only fair...I would be unpleasantly surprised to be walking over a moving platform and suddenly explode. Hiding stickies is one thing...making them invisible...I'm not sure I like that. What do you think?

    well technically I didn't suggest making them invisible but just make you able to place stickies on 'em... and like if they moved down below the "playable" area they would self-detonate... also they wouldn't be invisible on the sideways-moving platforms, just out on the side, completely shootable and all..

    TF2 earbuds. I has 'em!
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    Posted by Slench Very nice.. I love the design but I've found a minor bug it seems you can't place stickies on the moving floor in the intel-room and in the battlements also I thing blu's base is a bit too bright compared to red's could you make it darker and make the blue colour glow more intensively like in the reds?

    I could! Good suggestion. And as to the sticky bombs...they don't stick to the platform because the entity doesn't allow it. And it seems to me only fair...I would be unpleasantly surprised to be walking over a moving platform and suddenly explode. Hiding stickies is one thing...making them invisible...I'm not sure I like that. What do you think?

    Bananite
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    Very nice.. I love the design but I've found a minor bug it seems you can't place stickies on the moving floor in the intel-room and in the battlements

    also I thing blu's base is a bit too bright compared to red's could you make it darker and make the blue colour glow more intensively like in the reds?

    TF2 earbuds. I has 'em!
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    Pros: Great design, great detail, great optimization, great layout. Cons: Cloaked spies get shown from the moving platforms, Speedytubes can get you glitched up though you can usually get through in the end. Improvements: Most of my issues are furious nitpicks, but there's really not much wrong with this map. Perfectly balanced, creative design, ect, all I can really say that would need to be improved is the tube coding/relocating the tube exit away from spawn. Potentially a few more arrows would be nice, but this is definatly a gem among CTF maps. Notes: My server will be running this map in our next update sometime this month. Thank you for creating such a great design.

    Bananite
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    Pros: Love the ingenuity used in the intel rooms. Cons: Hard to navigate for first timers. A lot of big open spaces, few tight choke points. Improvements: Maybe add team coloured arrows on the wall pointing people in the right direction?

    Bananite
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    Posted by Icepwn
    Posted by wiseguy149 I think he means that the motion of the platforms would give away a cloaked spy trying to access the intel, so that is futile.
    Just what i was talking about, thanks for that.

    Absolutely, what I meant was the range gives the spy opportunity to use the revolver or ambassador at distance to kill the engineer (if there is one) then disguise and return to sap. Or simply run in disguised and sap, while a friendly demoman or soldier unloads on the engineer/sentry.

    The platforms were never meant to expose spies, or put them at a disadvantage (even though they clearly are). I merely wanted to change the way the game looked and behaved, while keeping the same great principles set by Valve Software. And besides, I love playing spy. Why would I ever want to hurt the class?

    In the same way, engineers cannot build on the moving platforms, and demo sticky bombs merely roll off...I set off to make sure that the new gameplay elements did not unbalance Team Fortress 2--but enhance gameplay, enrich, and entertain.

    Instead, try using the platforms as some of the spies on my community server do...cause a cloaked diversion that attracts attention, while another team flanks in to attack...the platforms add a lot to how the game is played.

    Bananite
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    Posted by wiseguy149 I think he means that the motion of the platforms would give away a cloaked spy trying to access the intel, so that is futile.

    Just what i was talking about, thanks for that.

    Banananananite
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    Posted by Emeriastone
    Posted by Icepwn I havnt tested it yet, but it looks pretty awesome. But the only thing i think is bad is that, if theres an engie that builds an sentry in the intel, and no spies to sap? Since they would know that they are cloaked going over the "platforms"? Other than that i like the design, originality and lots of other stuff.
    All the platforms are spaced out just far enough to balance out sentry placement on all sides. No one sentry can completely protect the intelligence from any class. It has to be a team effort to protect your base from attack. I specially designed this area to work as such, since it's such an important area.

    I think he means that the motion of the platforms would give away a cloaked spy trying to access the intel, so that is futile.

    This statement might be a lie.
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