cp_bestinclass_v1c

Credits

Submitter
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    Account Age: 4 years
DeathZone22 (Creator/Co-creator)
Key Authors
DeathZone

Rating

9.00/10
Based off 4 rating(s)

Additional Info

Development State
Final/Stable
Version
1.0
Maximum Players
32

Stats

Post Count
16
ViewCount
8,284
Downloads
2,192
Date Added
4 years ago
Date Modified
4 years ago

Try your skills with each class in thier own specially designed courses!

Version 1 c: Fixed that damned dinging noise. Made various adjustments to keep demomen from doing courses other than his own. New scoring system - if you have more caps held at the end of the round than the other team you win instead of stalemate. Added 2 signs to the pyro course to keep you on track. Made small changes in the heavy's third section. No builds zones are now at all the caps. Buttons in secret are now shootable. Extended time to 45 minutes. The sniper hovercraft is larger and will return halfway if no one is on it.


Version 1 b: Got rid of the weapon stripper.


CP_bestinclass version 1 by DeathZone

I plan on adding lights, props, and bug repairs for version 2. Please post constructive feedback on any flaws you find. Thanks :)

Map Description: Size - Large Control points - 8 (one specifically designed for each class excluding medic...). Time to cap - 7 seconds Timelimit to cap all points - 30 minutes Custom Textures - Yes Custom Sounds - Yes Secrets - Yes Soundscapes - Yes BspZipped - Yes Lights - No Lots of detail - No

The map separates red and blue until they can complete a class's course -- where they will meet at a capture point. When a control point is held by your team, a quick access door in the floor opens that can teleport you to the cp directly for defending it. -Scouts have to double jump over pits/obstacles and outrun a rolling rock (Indiana Jones's style!). -Snipers have to ride either a fast or slow hovercraft and shoot targets to avoid lasers, closed doors, and more. -Soldiers have to rocket jump through a series of levels. -Demomen have to stickybomb jump up a tower. -HW guys have to shoot glass and dots quickly and move cautiously. -Pyros have to shoot the ground in a pitch black maze with their flamethrower to look for, and avoid holes. -Spies have to knife fight where only backstabing kills. -Engineers have to build, jump, and teleport up a hill.

Thanks: joe from joe.to for the map idea

Contact: Email - bmtrivett@insight.rr.com , AIM - TEH DEATHZONE

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Comments

    • P1: Beggar
      Points: 263
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      Account Age: 4 years

    Version 2 is out: http://www.fpsbanana.com/maps/47484

    Cook-ay Powah!
    • P1: Beggar
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    Amazing map! 1 of the problems we have came cross something is causing the server to crash with this map. We have added this map to www.xfactorgaming.com server. @ IP 67.228.27.189:27015

    Bananite
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    Extended time to 45 minutes.

    Ah! That's right. I knew there was something I forgot to mention in my last post. The 30-minute timer was definitely too short and 45-minutes will be better.

    We will give the new version a try on our server tonight.

    So it goes.
    • P1: Beggar
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    UPDATED! This will probably be the last update of v1 before I release v2 unless a major problem arises. Changes are shown in description to your left and the download file has been changed to cpbestinclassv1c.

    Cook-ay Powah!
    • P1: Beggar
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    Ok after playing this again tonight, a bit more "competitively" I have changed my mind about locking the caps. the current setup with caps is just right.

    One new suggestion -- if possible, make all areas that aren't for the engy no build. We were finally able to get through the damn pyro portion but it took a couple pyros and engys. Using the teleporters make it a lot easier, or more forgiving at least.

    So it goes.
    • P1: Beggar
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    People are really enjoying this map on the Gamers-Underground.com Jump Maps server. Everyone just wishes it wasn't so ugly! Please add some polish to the aesthetics! :P

    Bananite
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    Posted by DeathZone22 To xglory: #1 Medic's have the secret dedicated to them(look in the spawnroom for a way to get to it). I could only get 8 control points in a level so one class needed left out. #2 Hydro style? #3 I tried desperately to find a way to do that, but both my weapon stripping method and join_class command triggers don't work at all. All I've got left is the honor code :(.

    A secret eh? Interesting (:

    I don't think I mean Hydro style. What I'm suggesting is that once a cap has been taken (I love the way you show that, btw) it should be locked. I only thought of this because for one round when we ran this on our server we had a full 24 people on, and half of each team was playing spy backstabbing each other and re-capping the spy point over and over for the entire round. So only a few other caps were ever even attempted.

    Sucks that you can't lock out the classes, but at the same time it's kind of fun to try some of the caps with different classes anyway (:

    The pyro cap drives me freaking nuts btw :P

    So it goes.
    • P1: Beggar
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    To xglory: #1 Medic's have the secret dedicated to them(look in the spawnroom for a way to get to it). I could only get 8 control points in a level so one class needed left out. #2 Hydro style? #3 I tried desperately to find a way to do that, but both my weapon stripping method and join_class command triggers don't work at all. All I've got left is the honor code :(.

    To rec: The join_class error must be the server blocking my class restriction attempt. Not being able to shoot your weapons is from the weapon stripper unintentionally wiping out everyone's weapons when triggered. I made a quick update to fix this and added a replacement download: http://www.fpsbanana.com/maps/download/44547

    Cook-ay Powah!
    • P1: Beggar
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    I get this error:

    FCVARSERVERCANEXECUTE prevented server running command: joinclass

    It doesn't force people to change classes, and people can't fire their weapons.

    Bananite
    • P1: Beggar
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    Great work on this so far! Glad to read that you will be cleaning the aesthetics up a bit. Why is there no medic room?

    I would suggest making it so that each cap can only be taken once. The spy cap is just too easy to re-take over and over back and forth.

    It would also be cool if only the specific class could go to each door, as there are some parts that seem easier with other classes.

    Those are my two main suggestions, love the idea.

    So it goes.
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