heaven_rc

Credits

Submitter
  • P1: Beggar
    Points: 24
  • C1: Member
  • A4: Graduate
    Account Age: 2 years
hellfire TF2M (Creator/Co-creator)
Key Authors
hellfire
author

Rating

9.70/10
Based off 1 rating(s)

Rate Map

  • You must be a member
  • You must not be a guest

Additional Info

Development State
Final/Stable
Version
rc
Maximum Players
24

Stats

Post Count
4
ViewCount
883
Downloads
174
Date Added
2 years ago
Date Modified
2 years ago
  • You must be a member
  • You must not be user hellfire TF2M
  • You must be a member
  • You must not be user hellfire TF2M

3-CP map in "reversed-gravelpit" mode (A, B+C). Both teams got 2 spawns, switch occurs after point A is captured. B&C got long capture times, paired with rather short travel distance and spawn time for attackers it ends up as constant fight and capture interruptions. B to C distance is also rather short and got multiple routes avalible for both teams at any time giving different advantages when preferring one to another. Point A build for some intence vertical combat as it basicly got 3 "height" levels.

Main goal that made the design of this map was constant and raher tight fight, with ability to flank rather fast and prevent "sentry locking" of points by being able to capture different points and easili travel between them. Capture times for B and C are rather high for two reasons: to let red defend and move between 2 points, and to be able to respawn and get back on point before its captured to try fighting back.

This version uses the second revision of experemental spawn logic introduced back in second beta. The idea is adjusting spawn times on capturing points to prevent "ninja-capturing" as the map is overall rather small. So after any point got captured BLU gets a 15-second cooldown and red got 15-second instant spawn. This logic prooved to work seamless and rather effective.

One last note: before commenting on how long cap times are or how short travel distance is or how few SG spots are there, know that its not an issue as map was designed espetially to promote fighting and not camping

  • You must be a member

Comments

    • P1: Beggar
      Points: 24
    • C1: Member
    • A4: Graduate
      Account Age: 2 years

    Thank you. Still i would prefer some piece of feedback :D

    lolo
    • C1: Member
    • A3: Apprentice
      Account Age: 2 years

    Wow! great work there!

    Bananite
    • P1: Beggar
      Points: 24
    • C1: Member
    • A4: Graduate
      Account Age: 2 years

    Thanks. As for true i allready got like 20 minor and very minor cvisual issues reported, so im workin on it. Still as there are no gameplay-ones i wont make a fast fix for this version

    lolo
    • P1: Beggar
      Points: 40
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Pros: The details are great, i found myself fascinated with the great amount of detail. There are a lot of flank routes. It's fast paced Cons: I don't see any cons. Just some improvements need to be done Improvements: Some areas that have no draw on can be seen by the player. Some geometry is broken (Which means that you can see trough or doesn't reach the other wall/floor) Notes: It's a great map, seems fast paced, haven't tested with players, bots seems to don't play on CP maps (For now) I would love to play/test this with players.

    Tomorrow comes today
  • You must be a member