es_cave

Credits

Submitter
  • P1: Beggar
    Points: 524
  • C1: Member
  • A5: Veteran
    Account Age: 4 years
Spacemonkeynz (Creator/Co-creator)
Key Authors
Spacemonkeynz

Rating

9.08/10
Based off 4 rating(s)

Additional Info

Development State
Beta
Version
0.3
Maximum Players
24

Stats

Post Count
14
ViewCount
5,651
Downloads
707
Date Added
4 years ago
Date Modified
4 years ago

The Blu team have to escort a cart of explosives into the Red base deep underground.

Update March 2008: This is version 3

I have released version 5 here, it contain bug fixes and more detail. http://www.fpsbanana.com/maps/48225

Update Feb 2008: I have released a new version with some changes. Some people have said that the map is a bit to small for 24 players, so i've added an extra room and more pathways. Also it should be easier to destroy the sentries at the red base. I've made other changes as well they are listed in the readme file.


This is a test map I have made based on the playstyle of the soon to be released Goldrush map from valve.

I'm looking for testers, please download the map and give it a go and post any comments you may have.

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Comments

    • P1: Beggar
      Points: 617
    • E1: Helper
      EF: 4
    • C1: Member
    • A5: Veteran
      Account Age: 5 years
    Posted by megalomaniacs4u Excellent map, we have had several hours of fun on this map on our server. The only improvement would be a clear line to mark the finish

    Exactly what I was thinking.

    This map is epic. Anyone who owns TF2 and doesn't have this map, should commit suicide after chopping your own dick off. Great for spy training too. Really balanced. It could have used some lower respawn times for blue though.

    cp_arctic_blast
    • P1: Beggar
      Points: 524
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      Account Age: 4 years

    A finish line, good idea, i'll put one in.

    any suggestion on what it should look like? Maybe something spay painted on the floor.

    TF2 mapper
    • P1: Beggar
      Points: 2
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    • A4: Graduate
      Account Age: 4 years

    Excellent map, we have had several hours of fun on this map on our server.

    The only improvement would be a clear line to mark the finish

    Bananite
    • P1: Beggar
      Points: 524
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      Account Age: 4 years

    I've thought about changing the respawn timers, I don't want to make the red spawn longer (nobody likes long spawn times), but reducing spawn time for Blu the further the cart gets is a possibility.

    TF2 mapper
    • P1: Beggar
      Points: 1
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      Account Age: 5 years

    Amazing map, I have not played, but if it is unbalanced change the time respawn red to 20 seconds and blue to 5 seconds, same time of dustbowl.

    Bananite
    • P1: Beggar
      Points: 1
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      Account Age: 5 years

    Pros: new gameplay Improvements: Amazing map, I have not played, but if it is unbalanced change the time respawn red to 20 seconds and blue to 5 seconds, same time of dustbowl.

    Bananite
    • P2: Drudge
      Points: 1,475
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      EF: 2
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    • A5: Veteran
      Account Age: 5 years
    Posted by crazychicken Body blocking is the whole point

    It is cheap as fuck though when you cant get through, keep in mind this is 24 players, so you have 12 players body blocking it, makes it impossible to get it captured. In otherwards its very one sided...

    • P2: Drudge
      Points: 2,878
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    • A6: Elder
      Account Age: 7 years

    Body blocking is the whole point

    (O>)
    • P2: Drudge
      Points: 1,475
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      EF: 2
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      Account Age: 5 years

    I played it once on my server and people hated it, several things to adress with it.

    1 The cart can be body blocked, nothing sucks more than when red team just body blocks the god damn cart and you cant move it.

    2 Very tight quarters, too cramped for 24 players

    3 Find a way to make it damage red team for being too close to it as they all camp around it so you cant get to it

    4 Make red spawn further away from the goal.

    I had disabled ALL engineers and demomen and it was still impossible, even taking it down to 1 pyro per team it was still impossible to win... Good idea though, needs further touching up on the gameplay and it could be great. Make certain parts a nobuild (mainly the invincible areas around corners) Open the map up some and move the red spawn further away from the door...

    • P2: Drudge
      Points: 1,308
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    I already give you a 9! Cause it's really well done and you tryed a new playstyle.

    Now, I'll test it and give you feedback.

    Bananed
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