cp_starship_pb1

Credits

Submitter
  • P2: Drudge
    Points: 2,594
  • E2: Guide
    EF: 35
  • C1: Member
  • A5: Veteran
    Account Age: 4 years
CaffeinePowered (Creator/Co-creator)
Key Authors
CaffeinePowered

Rating

8.74/10
Based off 3 rating(s)

Additional Info

Development State
Beta
Version
1.0
Maximum Players
32

Stats

Post Count
6
ViewCount
1,942
Downloads
223
Date Added
4 years ago
Date Modified
4 years ago

Non-linear Control Point map set in Space

CP_StarShip

Public Beta Version 1

Both teams start out on opposite ends of a spaceship, there are 5 capture points laid out in a non-linear fashion. In order to win teams must capture their opponent's home control point.

The home control point becomes unlocked if a team controls two out of the three center points, a team does not need to control all five points to win the map. If a team owns four points at victory, they are awarded one point, if they own all five they are given two.

Due to the non-linear nature of the map, minimum recommended players are 16, and the map should play comfortably up to the maximum of 32.

Special Thanks to DrunkenGun, DeathKiller, FlyingMongoose and anyone that helped with initial alpha testing.

  • You must be a member

Comments

    • P1: Beggar
      Points: 671
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Pros: Good teamplay and novel cap point idea Cons: A little too dark Improvements: Easily fixed with brighter lighting Notes: Good work!

    Bananite
    • P2: Drudge
      Points: 1,179
    • E1: Helper
      EF: 3
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    All-in-all its a good concept but the star-ship theme is kind of lost in all the cluttered bits. the underside was great with the pipes under the glass and the bridge is also neat. Love the iris doors (might need to re-texture the sides or add some lip so they aren't as obviously stuck in the walls) also might want to disable shadows on some of the hanging lights in the offices (splotch shadows aren't that fun to look at) umm the clutter... wow... i mean I guess thats what you're going for so I can't really say it's bad... it's just hard to see where my enemies might be coming from as my eye is looking all over the place trying to discern what it is I'm actually looking at. Now the textures are alright but it doesn't look like a TF2 map it looks like an HL2 DM or CS map using those high-def ones. Game play wise I also see some obtrusive issues with players getting "caught" on some door bits (only for a brief moment) and people being forced through small portals is kind of annoying. But all of those issues can be fine-tuned with a little work. Custom textures would be a very good idea here, you could easily make some simple looking bridge-like textures and other star-ship themed ones. also the handlebars on the stairs seem a little choppy and might need some connector bits or something to hide their intersections.

    Whew. Aside from those nit-pickety details it's a good map worthy of a few runs (though the lighting is uhhh in need of some ambiance like maybe a value of 6000 or something higher)

    Bananite
    • P1: Beggar
      Points: 139
    • C1: Member
    • A5: Veteran
      Account Age: 5 years

    Pros: It's a good map, fun to play Cons: Needs better lighting/texture work. IE: More Polish

    Bananite
    • P1: Beggar
      Points: 657
    • E1: Helper
      EF: 12
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Looks good enough, except the textures. It has a CS feel to it instead of a TF2 feel. I think some maps that use CS textures would be immensely better if they tried fitting into the TF2 look a little more, and this map is a good example of it. If you're just looking for a decent looking map with good gameplay, this fits the bill.

    Bananite
    • P1: Beggar
      Points: 53
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Pros: Great design, flow, balance and idea. It works well. Cons: Textures, entity randomness xD Improvements: I think just aesthetic improvements are needed. Notes: For a really authentic spacey feel, I think some custom textures are required. It tends to be difficult with the default textures.

    Love and Peace!
    • P1: Beggar
      Points: 332
    • C1: Member
    • A5: Veteran
      Account Age: 5 years

    Everything looks perfect except for the brightness of certain areas (screenshot 1 and 5).

    Bananite
  • You must be a member