cp_switchback_b5

Credits

Submitter
  • P1: Beggar
    Points: 80
  • C1: Member
  • A5: Veteran
    Account Age: 4 years
Thriftwood (Creator/Co-creator)
Key Authors
Thriftwood

Rating

9.17/10
Based off 6 rating(s)

Additional Info

Development State
Beta
Version
5
Maximum Players
32

Stats

Post Count
25
ViewCount
9,134
Downloads
2,034
Date Added
4 years ago
Date Modified
4 years ago

Description: CP style with 5 control points.

b5: -Many cosmetic changes

-Small healthpacks added to ground of 2nd CPs -Medium healthpacks added to the silos in the middle -Last CPs take 2 seconds to cap vs previous 3 -Middle cap time adjusted -Window opened over last CPs from the covered walkway route. -Progressive spawns for owning Middle moved back slightly to hopefully move the action back towards the middle instead of the 2nd CPs -New stairs at each team's 2nd CP to get to top of middle building from the other side. -More cover added to middle building

Map Name: Switchback Author: Kyle Anderson (Thriftwood a.k.a. Leviathan) Email: Thriftwood@gmail.com Steam: http://steamcommunity.com/id/leviathan Compile Date: 2/7/08

  • You must be a member

Comments

    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Very amazing map with some work.

    Defending 2nd cp defenders can really only sit on cp with backs to wall or hang out on top of stairs. I say push the stone wall back at cp. Carve into the rock to open it up and add some things. Give another path for attackers to choose.

    At the top of the stairs if you open the left and add a lil walkway. It can give another angle for defenders so they aren't all stuck in the corner.

    The middle cp is very cramped and lacks paths. The only way to cross to other side is over the point on ground lvl or above on pipe. Open up the middle a lot and add some paths.

    Bananite
    • P1: Beggar
      Points: 50
    • E1: Helper
      EF: 1
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    There is a bug which allows a demoman to jump up and stand on nothing in a certain area.

    http://picasaweb.google.com/lh/photo/LWNauIUcMznGUwPH9wB6RA?feat=directlink

    Here is a screenshot of the area, He is standing there, and has room to walk around.

    Bananite
    • P2: Drudge
      Points: 2,878
    • E1: Helper
      EF: 17
    • C1: Member
    • A6: Elder
      Account Age: 7 years

    I still think the respawns arent in best places. you should spawn at the 2nd cp once its capped so the battle is around the middle cp, at moment its such a long walk from cp1 to cp3 that it gets dull

    It's a very nice map but it's let down by respawns imo. teams should start out now only owning one cp each, then cap the 2ns and spawn there from now on and fight for 3rd

    (O>)
    • P4: Worker
      Points: 37,209
    • E3: Tutor
      EF: 61
    • C1: Member
    • A6: Elder
      Account Age: 8 years

    Pros: Nice layout. Map looks great. Cons: None that I can tell immediately. Notes: I'm going to try the map out on my server and see what people think. I'm not a huge fan of these types of maps, but this is well laid out. Let me know if you release another version.

    www.clan-ai.com
    • P2: Drudge
      Points: 2,878
    • E1: Helper
      EF: 17
    • C1: Member
    • A6: Elder
      Account Age: 7 years

    Nice map, plays like granary. could do with more signs to cps

    the main issue i think is the forward respawn is unbalanced, whoever gets middle cp starts so far ahead of the other side they will never lose the middle cp again again

    (O>)
    • P1: Beggar
      Points: 164
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Im glad thats the case great map then

    Cartographer
    • P1: Beggar
      Points: 8
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Had a great time playing this on our server during our weekly "Map Test Night" event. It's now in our regular map rotation list.

    Initial response was split 50/50 but it's been growing on the regulars the past couple of days.

    Great work.

    Bananite
    • P1: Beggar
      Points: 80
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    The problem is with your decompiler. I've used nodraw on pretty much every surface the player can't see (my next beta will have more nodraws for the areas I missed).

    Howdy
    • P1: Beggar
      Points: 164
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Ok it might just be the decompiler i used but when i opened it up to take a look i noticewd one thing that bothers me severely there is not one single nodraw texture used period if this isnt just my compiler then you seriously need to go back and fix that, it shouold have been done in the first place

    otherwise great brushwork and horrible optimizing

    Cartographer
    • P2: Drudge
      Points: 2,171
    • C1: Member
    • A5: Veteran
      Account Age: 5 years

    Dude, nice map but some really REALLY not forgivable things:

    Blue cp: a red light behind the fence :x

    The tapers on the wall on the last screenshot lol.

    Last screenshot looks a bit rushed, since the rest looks so beautifull :(

    Bananite
  • You must be a member