cp_jailbreak_b3

Credits

Submitter
  • P1: Beggar
    Points: 120
  • C1: Member
  • A5: Veteran
    Account Age: 4 years
bonestorm (Creator/Co-creator)
Key Authors
bonestorm

Rating

7.90/10
Based off 8 rating(s)

Additional Info

Development State
Final/Stable

Stats

Post Count
23
ViewCount
8,034
Downloads
2,258
Date Added
4 years ago
Date Modified
4 years ago

Cpjailbreakb3


Version: Beta 3 Author: Bonestorm Author email: bonestorm74@gmail.com

Type: CP - Dustbowl style

cp_jailbreak is an attack/defend map in the style of Dustbowl, where the attacking team advances to the second stage after successful capture of the first.

This map is themed on a prison breakout, with BLU playing the role of the inmates and RED the guards. There are two stages: firstly escaping the prison interior, and secondly the grounds of the complex.


Beta 3 12/22/07

-fixed small gaps in spawn doors that allowed bullet penetration -fixed an issue with spawn doors closing themselves -shortened Red hallway in Stage 1 by adding another room -moved final cap point and stretched Red spawn wall in Stage 2 to minimise spawn camping

-added textures and more details to various sections of the map


Beta 2 12/15/07 - Made numerous changes to improve performance and gameplay.

-optimized stage 1, doubling fps in several areas -shortened blue section of stage one by almost half to make initial push easier -brought forward cap point 1 to create separation between it and Red spawn -narrowed the playing field in the first outdoor section to create more focus on one area of play

-moved the final cap point further from Red spawn to prevent spawn camping on final cap


Beta 1

12/09/07 - This is the first beta release of cp_jailbreak and I am hoping to get some feedback on balance and other design issues.

  • You must be a member

Comments

    • C1: Member
    • A4: Graduate
      Account Age: 2 years

    Causes some folks to crash.

    Bananite
    • P2: Drudge
      Points: 5,478
    • E1: Helper
      EF: 18
    • C2: Ripe Member
    • A4: Graduate
      Account Age: 4 years
    Fragimus_Max

    Pros: A great idea, and - finally - we get some honest to goodness bird's nests for the snipers to play in. Jumping into them as a Demo or Soldier is also really fun.

    Cons: There isn't enough to the map to make it feel like a real combat environment. Elements of it, such as the scaffolds and cells inside the map, are so cheaply thrown in there that it feels like you're playing inside a shoebox, between a pair of boots. The second portion of the map also starts off ridiculously unbalanced, and if the attacking team doesn't take it within a minute, chances are it's going to be very hard to get out of the gate from that point on. Especially with skilled snipers perched on the defense, and the requirement to activate your doors each time you want to attack from behind them.

    Improvements: I would start by creating better scaffolds for part one, and adding more brushwork to the overall map. Make it look like someone knocked out a few walls inside the cells, and allow players to fight around in an intertwining group of hallways "dug" out from the sides of the prison. You can also use a continuation of this concept for part two, to provide some sort of underground escape route to the outside to compensate for the lack of any side exits. Also, take your time and place some props around the map. It's a war zone outside, right? Add some small debris, and some large chunks that can be used as cover.

    Notes: I think the author should take more time with each section of their map before claiming a final release. I know you wanted to get it out there... but there's so much more that can be done, so why rush a final? We'll still play Beta! ;) I also think, if you do go back into this map to improve it, that you consider a third level. Think: Cellblock -> Cafeteria/Warden's office -> Yard (nighttime with spotlights.)

    Developer / Map Critic
    • P1: Beggar
      Points: 30
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Pros: I love stage 1! Cons: Stage 2 is not interesting to me. Notes: Is there a way to run it on a server, but only stage 1, alternating colours?

    Bananite
    • P1: Beggar
      Points: 50
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Finalize the map already!

    Bananite
    • P1: Beggar
      Points: 31
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Pros: Fantastic map - both stages present completely different strategies. Well designed and thought out -- everyone on our server loves this map! Cons: None, honestly. I don't notice any balance issues -- I find it a pleasure to play both offense and defense on this map. Improvements: Take it out of beta? grin Notes: Thanks for making this map -- it has made a permanent spot on our server's rotation.

    Hooah!
    • P6: Merchant
      Points: 348,431
    • E1: Helper
      EF: 1
    • C2: Ripe Member
    • A4: Graduate
      Account Age: 4 years
    tycho_monolith

    A fun map to play but it's too hard to defend.

    It's just a flesh wound
    • P2: Drudge
      Points: 2,878
    • E1: Helper
      EF: 17
    • C1: Member
    • A6: Elder
      Account Age: 7 years

    Nice map, the first cp was never that much of a problem imo, its the last cp on stage 2 thats very difficult, would be better to move it further down the top fence maybe. Its so hard to get it makes the map boring, taking it out of rotation now. would be better if they were fighting to get to a truck in a building that led to a gate to escape or something. it needs more stuff in the second stage, apart from the towers theres nothing else to resemble a jailbreak

    (O>)
    • P1: Beggar
      Points: 285
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Got to agree wit fuzzwah about a second exit on cp2, because it's sniper fest 2008 :).

    Also maybe it's now time to add props into the map, it's still look very empty.

    Beside that, we have it on our server since b1 and it's great.

    Bananite
    • P2: Drudge
      Points: 1,475
    • E1: Helper
      EF: 2
    • C1: Member
    • A5: Veteran
      Account Age: 5 years

    I love your jailbreak maps man, cant wait to try this one out

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

    Good work over all, I quite enjoyed it.

    A couple of things tho:

    • when red is capping the 1st CP during the 2nd stage the blue team hear the announcer say that their last CP is being attacked.

    • there needs to be an alternative exit out of the 2nd stage red spawn area, a number of the rounds ended up with red being spawn camped. Perhaps even a sniper deck above the exit doors.

    Fuzzletocked
  • You must be a member