cp_smbcastle2

Credits

Submitter
  • P1: Beggar
    Points: 124
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martay (Creator/Co-creator)
Key Authors
marty "[smbc] martbot" weiner

Rating

9.03/10
Based off 10 rating(s)

Additional Info

Development State
Final/Stable
Maximum Players
24

Stats

Post Count
28
ViewCount
12,367
Downloads
1,626
Date Added
4 years ago
Date Modified
4 years ago

Version 2 released!

Saturday Morning Breakfast Castle (smbcastle) http://www.smbc-comics.com/smbcastle

IMPORTANT RECOMMENDATIONS TO ADMINS: * Since this is a single round CP, I HIGHLY recommend allowing just 3 or 4 rounds and then swapping maps. People will have fun, but wont get bored with the same team on the same map. * Don't reduce gravity.. it really screws with the mechanics of the level.

Changelist: Major changes/bug fixes: * Swap control point I & II * Watch out after you capture I (you've been warned) * Control point III has shorter capture time - Not too short, as there are some definite tactical advantages offense has if it can reach the back of the 3rd point * 2nd route to moat from offense * Bug fix: Teams now swap after each round * Blue/Red swapped so they match TF style * Help out offensive snipers / limit defensive snipers * More ammo/hp lying around - Specifically laid some around to encourage the engies

Minor changes/bug fixes: * Prettified brushes and lighting * Made stairs smoother * A little more in 3d skybox * Hopefully made catapults less glitchy * Redid the spawn rooms * Fix places where it's tough to get out of the water * Fixed defense spawn camping

Single round dustbowl style CP with 3 CP's set in a castle movie set in 1940's hollywood. At the beginning, the offense has 2 paths into the castle. The first is some unrestored damage to the castle on the left side (if you're facing the castle). The second way in by way of catapult. 2 are positioned to launch the players deep into the castle (some classes can get to the top of the turrets).

The first CP is on the top floor of the left turret (the taller turret).

The second CP is just to the right of the drawbridge (the drawbridge control room). Capturing this CP will cause the drawbridge to come crashing down.

The third CP is deep in the mountain the castle is built into.

And for your 60 seconds of setup wait time entertainment, there are a few posters around the movie lot for you to peruse.

Version: 2 Created By: Marty Weiner (friedpacman@gmail.com) Player Name: [smbc] MartBot Steam ID: friedpacman For: http://www.smbc-comics.com (GO THERE JERKFACE!) Thanks to: Zach (zach_weiner@yahoo.com) - author of smbc-comics.com for textures and playtesting and suggestions v0xmortem, {TD}*sin*{RS}[Royal], majesty for playtesting and suggestions Mr Wizard, [seb] Bunny for loads of suggestions

Compiled on: 1/3/2007 Compile Time: 20 minutes HDR: Yes Compile PC: Intel Core 2 Duo 6600, 1GB RAM

Installation: To run this map on your server, simply copy cpsmbcastle to your server's map folder and run cpsmbcastle.

TODO / known bugs: * The catapults occasionally malfunction (shoot you straight up). It appears to get worse on laggy servers. * More routes into III * Use pictographs on the CP icons rather than using roman numerals

Potential changes: * Make catapults rotateable by players * Water entrance?

My mapping history: * 2 Rise of the Triads maps * 1 Doom 1 map * TONS of Doom 2 maps * 3 Duke3D maps (one published) * 1 Quake TF map (war.bsp) (This is my first TF2 map)

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Comments

    • P1: Beggar
      Points: 32
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      Account Age: 3 years

    Cant wait to do a private game of hunstman vs eyelander games on this map

    Bananite
    • P1: Beggar
      Points: 124
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      Account Age: 4 years

    Yeah, that was a problem I planned to address in a version 3 (new paths in, more strategic advantage for offense). But, unfortunately I have less than zero time to release v3. If an experienced mapper wants to push a v3, I'd love to talk about it.

    I thought the ultimate release would have 3 catapult levels (a la dustbowl). The second would be a ship vs old west (or something like that). The third stage would be in space. But, that would take an epic amount of time.

    Bananite
    • P1: Beggar
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      EF: 1
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    Design: It's really hard for the attacking team to win. Sometimes on server's that I've played this on, the attackers never won, both teams failed. I get the idea of the defenders having an advantage by having a castle and all, but could you make it more balanced?

    Bananite
    • P2: Drudge
      Points: 2,878
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      Account Age: 7 years

    The last cp is still so stupidly hard to cap it is never ever done

    apart from that the map is fine but that cp needs moving forward and the cap item being absolutely nothing

    (O>)
    • P1: Beggar
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    Varadero, the sky in v2 is from TF2 -- these pictures are from v1.

    I've highly considered TF2'ifying the grass if there's a next release of this map. I gave myself some artistic freedom since the motif is a hollywood set.

    I'll see if there are any particularly good replacements available when Valve makes the next map pack drop.

    Bananite
    • P2: Drudge
      Points: 1,308
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      Account Age: 4 years

    Really nice concept and brushwork. But plz, change the textures, the sky and the props (trees) to make it more TF2 style.

    Bananed
    • P1: Beggar
      Points: 1
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    Pros: awesome concept, fun toys Improvements: looks like the map info at the beginning says that red is the attacking team when it's really blue (as someone previously noted)

    Bananite
    • P1: Beggar
      Points: 2
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      Account Age: 4 years

    Pros: its a castle. omfg its a castle. Cons: its not a standard map Improvements: hookers needed. i was promised some.

    Bananite
    • P1: Beggar
      Points: 124
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    Some suggested that I point out that most of the comments were for version 1. Team switching problems, color mismatch problems, etc have been fixed. You can see the outstanding bugs in the README.

    Bananite
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    Pros: Interesting concept - love the catapults. Cons: I'm torn on whether or not the "non TF2" textures are good or bad. I understand it's supposed to be a "set" but at the same time, I really like my TF2 textures. That's pretty much the only reason for the 8 rather than a 9. Improvements: I don't know that I like that you moved 1 and 2 around. I'm not a huge fan of the roman numeral capture points either. I love how the guy who made cp_science made icons for his. Maybe consider that if you make another release. Notes: I'm going to give the map a try on my server just to see what people think. I love cp maps that aren't laid out in forward motion like granary or well. Good work.

    www.clan-ai.com
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