Underhanded

Credits

Submitter
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Ezekel (Creator/Co-creator)
Key Authors
Ezekel
map and custom textures
tf2maps
tf2m related signs, novint related content
Acumen
driller model

Rating

10.00/10
Based off 1 rating(s)

Additional Info

Development State
Final/Stable
Version
rc2a
Maximum Players
32

Stats

Post Count
6
ViewCount
1,482
Downloads
266
Date Added
2 years ago
Date Modified
2 years ago

small CTF in a rainy cave

Underhanded rc2a Undermining all foes!

now available in Raspberry RC flavour!

A new locale has emerged in the constant search for those fabled pits of gravel. In the mounting desperation, fuelled by the ever growing gravel shortages, the teams have taken to searching below the surface of the earth itself. In preparation for the ensuing subterrainean conflict, both sides have contracted out for underground bases from the famous fortress builders of TF2M. Unfortunately, both teams have selected the same site for their secret bases, and when this is discovered, all hell breaks loose as each side tries to repel the interlopers.

changelog:

rc2a: - fixed the bug where the red spawn door did not open - fixed the floating clock model so it now sits on it's wall properly

rc2: - extended the vent system to move the exit point to a safer location - sanity checked the arrows/signs and removed erroneous ones - minorly rebuilt the spawn room to assist in teleporter entrance longevity (before they were getting targetted too easily by incoming enemies), and to help players notice the second exit. - removed a number of fake doors throughout the map to help deal with player pathfinding/navigation. - minor soundscape tweaks - correctly flagged the rain effects as being a weather effect

rc1a: - updated the preview picture - fixed the cubemap error (cubemap data existed, but it was not being used for some reason)

rc1: - changed the lighting for the lightbulbs to remove the over-saturation effect on nearby wall/ceiling/model geometry. - added 4 addition falcon-console-station models in gameplay areas to ensure map is eligible for the tf2maps contest. - fixed the issue where players could get caught up against clipping in the vents, which also caused issues in placing engineer buildings in the vents. (caused by the collision mesh of the ceiling light models). - changed fade distance on a number of models, most notably the consoles on the 1st floor of the rocket room. - spruced up the spawnroom slightly.

b10: - considerable layout changes to the two bases

b9: - changed the spawn room position to counter the issue of it's proximity to the flag room. - set spawn wavetime to 7 (previously 5). - added invisible clipping to all doorframes. - changed medkit distribution within the bases. - made changes to the central area (walkways, elavator shafts, exchanged rocks for portacabins). - changed the front base entrance to make it more accessible. - removed balcony access on the right flank. - redesigned the intel room. - other minor changes.

b8: - fixed a bug where no light was reaching small areas on a wall in the rocketrooms. - added small ammo packs to the side paths - removed the ammo from the top floor of the rocketroom - added more cover to the flagroom area to promote more sentry-antisentry combat. - moved the position of the flag to a more central point in the room. - removed a couple of erroneous (overlapping) brushes. - fixed a mistake in the soundscape file that had the central area's volume and pitch values switched for the thunder.

b7b: - fixing issues with one of the areaportals

b7a: - changed the one-way path into a 2-way path

b7: - changed fade distances on some props. - added arrows and changed lighting to better highlight the base entrance. - replaced the dropdown with a staircase. - connected side passages to the rocket room.

b6a: - changed fade distances on some props. - fixed a bug that let flags end up in an unreachable position. - fixed the "super-reflective" issue with the inside faces of the windows. - made the "tunnel" exit passage a one way (exit only) passage. - minor layout change to the drop-down/watchyourstep entrance path.

b5/b6: - completely remade the front/mid areas of both bases. - changed the drop-down entrance path connectivity. - changed fade distances on many props. - modifed the spawn room area to minimise the number of obstactles. - added a few more ammo/health packs to help balance up the changes to the layout. - minor lighting tweaks. - darkened the glass used in most windows to make it clearer that they are not open pathways.

b4: - added 1 new 2-way entrance into the bases - added 1 new drop down entrance into the bases - changed the clipping/physics on the railing models to counter issues with sentry targetting. - minor lighting tweaks

b3: - fixed a small gap in the windows around the flag room that sentrys could abuse. - lifted the height of health and ammo pickups by 8 units (so they can still be picked up if a teleporter is placed on them) - rebuilt the main base entrance area to lead to the bottom floor (simplifying the path out of the base) - added a few arrows/signs to help players navigate. - added sun tsu's art of war easter egg.

b2: - added more arrows and signs to the bases - touched up the spawnrooms to make them feel more spytechy - fixed clipping issues on models, including getting stuck between the truck and the rock in the centre - aligned floating models with appropriate surfaces - extended the size of the triggers for the spawn doors (now 136, was 128), door move speed retained at 500 - removed collisions from doorframes - added tf2m posters to the spawn rooms - added more lighting to fix the darker areas of the map - set spawnrate to 4 (was default) - added the setstalemateontimelimit output to the logic_auto to fix the infinite overtime bug

b1: initial release.

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Comments

    • P2: Drudge
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    Posted by Mindfuuckable The thing on the first picture looks like a nasty Sextoy :D

    Agreed.

    STOP ASKING ME ABOUT MY FUCKIN
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    The thing on the first picture looks like a nasty Sextoy :D

    Si vis pacem, para Mindfuck.
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    Posted by GhrimSand Judging from the screen shots, this is a good looking map. Since the conflict began with try to take control of one base, it's kind of funny how you chose Capture the flag as a game type. Not that I'm complaining.

    well, it's for the competitive ctf mapping contest over at tf2maps.net, so the gamemode was pretty much already chosen. that's not to say that i couldn't do a KOTH variant if i modified the layout of the central walkways.

    as for 5point CP, i don't think the map really could support this mode unless i shoved a large hangar/warehouse somewhere between the stairwells and teh front battlements. - which is an interesting idea, so i might give that a shot sometime later on.

    I am the Bananemensch!
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    Posted by Lolicon I apologize for not having screenshots to back this up, but the door texture you used on the spawn doors seems to offer a one-way perspective on the "windowed" part of the door. While not really a problem for the most, it could mislead players during the end of the round, where it becomes the objective of the victorious team to eliminate any remaining opposing players. If one team lacks the ability to see inside the other teams spawn, they may lose interest and not waste their time going in there, givin the impression that if they can't see anyone in there, there ISN'T anyone in there. This might give loosing players who happen to be hiding inside the spawn an advantage come the round's end, espacially on servers that don't enable the door to be locked-open after the round has ended. Improvements: If possible, maybe consider altering the door texture to allow two-way views. It woud add to the realism of the map. Notes: When I get my dedicated server up, I'll definately be hosting this map..If that's alright with you

    well the door is actually a model, and it's the same one used on doublecross. personally, i don't really have very strong inclination to go about changing it's texturing just for the purpose of humiliation time. however, on the other hand, the map is symmetrical, AND there are several windows that let you see into the spawn room from the flag room. i'm fairly confident that most players will have no problem working out that the door is enterable.

    regarding putting it on a server. go ahead :) i find it quite the compliment if you've enjoyed the map that much :) oh, and feel free to check out some of the other maps i've done (my favourite is pl_rivercrossing by the way) :)

    I am the Bananemensch!
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    Lolicon

    Pros: An extrordinary map if I ever saw one. I've played this map in a LAN game with a friend just a few minutes ago, and It must be the best player-made map i've ever been in.

    It's well balanced, there are many tactical pros and cons for each team. For example, the zone you featured in the third screenshot holds many places a Sentry, or a defense class, to take position and defend. However the area holds more then one route for getting from one side to the other, which could be a compramise for one team, and a benefit for the other.

    The overal design is brilliant game-play wise, and it's unique in it's own way. The capture/dropoff areas for the intel are wide and open, but they offer little entry points for their size. While the little ammount of entry points could instate a good defense, the platform parallel to the intel that is accesable from the upper region of the arena would host a good strategy to the attacking team to safely infiltrate and secure the intel room of any obstacles, such as a Sentry gun.

    Visual wise, the map is greatly constructed. I took a good minute and a half staring at the cascade that lies beyond the player-cieling of the capture points and center arena. The drill model fits perfectly with the theme of the map, and it's an excelent theme to go buy. You even provided a story to back up the map's gameplay, which I find really creative.

    Cons: I apologize for not having screenshots to back this up, but the door texture you used on the spawn doors seems to offer a one-way perspective on the "windowed" part of the door. While not really a problem for the most, it could mislead players during the end of the round, where it becomes the objective of the victorious team to eliminate any remaining opposing players. If one team lacks the ability to see inside the other teams spawn, they may lose interest and not waste their time going in there, givin the impression that if they can't see anyone in there, there ISN'T anyone in there. This might give loosing players who happen to be hiding inside the spawn an advantage come the round's end, espacially on servers that don't enable the door to be locked-open after the round has ended.

    Improvements: If possible, maybe consider altering the door texture to allow two-way views. It woud add to the realism of the map. Notes: When I get my dedicated server up, I'll definately be hosting this map..If that's alright with you

    TerRORIsts win.
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    Judging from the screen shots, this is a good looking map. Since the conflict began with try to take control of one base, it's kind of funny how you chose Capture the flag as a game type.

    Not that I'm complaining.

    I promise I vill heal you!
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