Delve

Credits

Submitter
  • P1: Beggar
    Points: 26
  • C1: Member
  • A3: Apprentice
    Account Age: 2 years
Smeeko (Creator/Co-creator)
Key Authors
Smeeko
Original creator

Rating

9.33/10
Based off 3 rating(s)

Additional Info

Development State
Beta
Version
b2a
Maximum Players
32

Stats

Post Count
4
ViewCount
844
Downloads
273
Date Added
2 years ago
Date Modified
1 year ago

See the other thread here: http://forums.tf2maps.net/showthread.php?t=14492

This map is a three-stage attack/defend CP map that has a sort of downward, deeper flow to it (hence the name I guess). BLU is trying to invade the REDs' facility, situated inside a mountain. The theme starts with the forest/mountain theme but moves to a construction theme and eventually a spytechy theme as the stages progress, which is supposed to show how BLU gets closer and closer to the final goal, which is the 6th point (the theme of which I won't spoil in here in case anyone actually plays this).

It's a fairly large map filled with lots of detail (probably too much) and is primarily intended to be kind of goofy and humorous, in the TF2 spirit. It might seem a bit gimmicky, which I admit wasn't the point but oh well. If you're getting bored of millions of koth and payload maps popping up these days, maybe some classic 3-stage A/D will make it fun to play.

I posted this over at TF2maps as well. This thread has the extended description which contains some of the known shortcomings of the map. Please give that thread's OP a read if you want to check this out. Thanks.

http://forums.tf2maps.net/showthread.php?t=14492

beta 2a

-A couple necessary nobuilds in place -Fixed one (unidentified) serious game-breaking bug

Changes in beta 2:

Point 2 (cave/depot): -Fixed clipping problem on rock ledge, near pillar -More ammo available for attackers -New semi-enclosed structure in front of the point

Point 4 (Shaft): -Slightly slower platform movement -New one-way door on top level allows RED easy access to the top tunnel while they control the Haul Truck -Stairs from bottom level to 2nd level

Point 5 (Supergun) -RED can no longer enter the bottom of shaft area -Target area (behind map) is no longer accessible -Area beneath the grating closed off to make more sense, visually

General -Soundscapes added -Various minor fixes and adjustments -Minor changes in capture/additional/respawn times

EDIT: beta 1b fixed glass on last point.

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Comments

    • P1: Beggar
      Points: 340
    • E1: Helper
      EF: 1
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Pros: A map featuring a huge amount of work Rich gameplay areas, layout variety, distinct appearance, global feeling of a "story" behind the map. Cons: -layout : too long inter CP zones (this is not payload).Detailing working against game flow (espcially last stage, with moving doors and many death traps. Looks : Overdetailing and bad use of lights.(too much contrast between intense spotlight and pitch black areas). Strange design choice (hanging trees in the reactor, uniform reflective matérial for very large piece of equipment) Balance : the map is feasible for offense, but some spots heavily promote spam or sentry fighting. The pit area of CP 2-2 is not enjoyable for most classes. All first CPs in each stage are almost too easy to take in contrast. Improvements: Looks : less details in some areas, use lighting and detailing to help players find directions. Use more linear/constant attributes in lights, avoid full darkness. Make coloured light less pure, espiacially the green ones. They don't seem to belong to the main corridors, use them for secondary spots/eyecandy. Rework tree reactor look, maybe with point spotlights and particles instead of weird top/down trees. Layout : reduce some interCP length. Rework CP 2-2 layout (teams shouldn't be placed on top on each other, creates very tedious gameplay) Tone down mobile elements speed (rising/descending CP, rotating cylinder on CP 3-2) On Cp 3-2, give more entraces for offense, currently they tend to take the two side routes leading to red spawn exits. Change spawn exit leading to rotating cylinder. Remove/make more distinctive death traps. Notes: this map could become a real treat. Currently it's not simple enough both in layout and appearance to really fit the TF2 public. You seem to have found a strong theme and have a story for this map, keep up the good work.

    Bananite
    • P1: Beggar
      Points: 130
    • C1: Member
    • A4: Graduate
      Account Age: 2 years

    Pros: Looks and plays great! Cons: not on any servers yet... Improvements: none Notes: keep up the good work.

    • C1: Member
    • A3: Apprentice
      Account Age: 1 year

    The map looked great when i tested it. We will be playing it tonight for our vip double feature. 16vs16

    can't wait.

    Bananite
    • P1: Beggar
      Points: 89
    • C1: Member
    • A4: Graduate
      Account Age: 2 years

    Beautiful map right here. Good use of colors/textures, great design as well.

    [BG] Hubert
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