cp_tooltown_b10 (stable)

Credits

Submitter
  • P1: Beggar
    Points: 284
  • C1: Member
  • A5: Veteran
    Account Age: 4 years
warban (Creator/Co-creator)
Key Authors
warban

Rating

9.20/10
Based off 5 rating(s)

Additional Info

Development State
Final/Stable
Maximum Players
24

Stats

Post Count
14
ViewCount
3,079
Downloads
622
Date Added
4 years ago
Date Modified
4 years ago

VERSION 10:

  • Finally Fixed the crash error.
  • Added some more lighting to some areas.
  • Fixed a Clip box.

Version9 changes * (attempted to) Fixed a Prop that was crashing the server. * Have redone The area above point 3. Should allow Blue to get closer to point 3 and create a smaller fight fire over the area * Point 5 has been been given more cover for RED. * Spawn for Blue at point 4 has been redone. Less chance for spawn camping. * Red spawn for the last point Has had its Red spawns spread around to allow for less Spawn camping.

Version8 changes * Improved fps. * correct map name. * 3 Rounds of game play. instead of the chain of 6.


Description: Control Point (CP's) map with 6 CP's where Blue is on the offense to capture a rocket at the end of the map.

Objective is for blue to move to forward thought the map capturing each point as they go.

Map has progressive spawn points though the map so there is little down time on getting back to the combat after a death.

It general layout is a defensive base in which there are several levels of security checkpoints.

Design feel and objective to each area: Point one ~ Offensive push to the higher street. Blue starts inside a granary and garage and has several options for assaulting the street cap point

Point two ~ Offensive push to control the warehouse, At first blue is only able to attack from the lower front door or use the side passage to enter the warehouse from the red side. Though after dying blue respawns from a new spawn point in which gives access to the higher roof of the warehouse.

Point three ~ offensive push to control the lower pit outside. Blues first hard offensive point. They have 3 general attack options one of going directly down the center, another is to use a building on the left to try and gain cover, and third there is a tunnel in the second warehouse that leads down to the 3rd point.

Point four ~ offensive push to control the mine. From here the match has a respawn reset to allow red to regroup for defense on this point. It is also the first point in which red eng's are giving time to build up some defense before blue is let inside to attack.

Point five ~ offensive push to control the security bridge. Another point in which red is given some setup time. The point somewhat harder to attack but is very straightforward on design.

Point six ~ offensive push to control the rocket. In the center of the room is a rocket. Blue must get up into the rocket to capture the point. Again red is given some time to build up defense and respawn.


Any sort of feedback is welcome.

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Comments

    • P2: Drudge
      Points: 1,475
    • E1: Helper
      EF: 2
    • C1: Member
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      Account Age: 5 years

    Uploading this version now

    • P1: Beggar
      Points: 4
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Notes: waiting for the final

    Bananite
    • P1: Beggar
      Points: 2
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Notes: too many beta !!! but it s cool :D

    Bananite
    • P1: Beggar
      Points: 3
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    This map rules!

    Bananite
    • P1: Beggar
      Points: 2
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Awesome map warban...kepp up the good work

    Bananite
    • P1: Beggar
      Points: 284
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      Account Age: 4 years

    Ok iv though about it and will do. Got to reprogram alot of the triggers. But iv started testing around with it and hopefully i can get it down.

    • P2: Drudge
      Points: 1,475
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      EF: 2
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      Account Age: 5 years

    Make it a 3 stage map and I will put it on my server, but with a 24 player server, I dont think it would play well being as its so big

    • P1: Beggar
      Points: 310
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      EF: 4
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    Wow this map has huge potential. But while it kills me to say it, i think it might just be too big and too complex.

    The bigger and more complex it is I think the offense will be favored very heavily. If the defense cant even find eachother to make a solid stand the offense will just run right over them.

    I agree with Neo that you might wanna just go for the staged apporach for this one. Even in 3 chunks it might still be too big for all but the 32 person server.

    All that negativity aside though I think this map looks amazing layoutwise in parts and clearly a lot of work has gone into it. I cant wait to see further iterations and hopefully i can find a server running it with enough people to make it fun.

    A cheese, or an anvil.
    • P1: Beggar
      Points: 284
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    • A5: Veteran
      Account Age: 4 years

    Thanks for the comments so far. Looking for criticism about the map, Since its my first attempt i'm interested in hearing what people think

    • P2: Drudge
      Points: 4,573
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      Account Age: 5 years

    Looks good gonna try it.

    .:{Sac_Town}:. Represent
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