cp_corporation_b2

Credits

Submitter
  • P1: Beggar
    Points: 394
  • C1: Member
  • A5: Veteran
    Account Age: 4 years
TheHawk (Creator/Co-creator)
Key Authors
Reed Hawker

Rating

8.67/10
Based off 13 rating(s)

Additional Info

Development State
Beta
Version
2.0
Maximum Players
24

Stats

Post Count
30
ViewCount
5,027
Downloads
1,228
Date Added
4 years ago
Date Modified
4 years ago

The Blue team is staging a hostile takeover of the Red corporation! Follow the Blue team from their invasion in the harbor to the dramatic capture of the Red team's corporate office.



Hey, beta3.0 is out! Get it instead! http://www.fpsbanana.com/maps/56057



Corporation beta2.0 cpcorporationb2.bsp

by Reed Hawker ([aVa] Hawk)

Updates for b2.0

GENERAL FIXES - Lots of signs put up to help the confused - It's now easy to run right out of the water at CP 2 - The spawn doors have been adjusted. They're now EXACTLY like the Dustbowl doors, so if there's something wrong now, it's Valve's fault. I tried and tried to have the gate doors kill me and couldn't make it happen. They are unchanged. Sorry. - Plenty of little visual tweaks. Plenty more to come. FIXED EXPLOITS - Red Team can no longer get on the battleship - No more getting on top of the corporate building as a demoman. - You can no longer sticky-bomb your way back into Round 1 - Some clipping added to hamper demomen jumping straight to CP 2 BALANCE - CP 3 had a few changes, but seriously people, if everyone does their job and holds the chokepoints, this one is defendable. - CP 4 has been rearranged to make it riskier for demomen and soldiers - CP 5 got a few walls to hinder grenades. - CP 6 was controversial. To some it's too hard to take. Others told me it's perfect. Well, I only tweaked it slightly. Red must now travel slightly further to leave the spawn room and you can now sneak in the back way a bit quicker.

Overview:

The Blue team is staging a hostile takeover of the Red corporation! This assault map follows the Blue team from their invasion in the harbor of the enemy to the dramatic capture of the Red team's corporate office. Battle your way through the docks, warehouse, and working spaces as the Blue team or defend your CEO to the end with the Red team.

This map is a control point map along the styles of Dustbowl, in which the Blue team attempts to capture all of Red's control points before time runs out. Once a control point has been captured, it cannot be recaptured. There are three rounds with two control points each.

This is my first Team Fortress 2 map and it's still in beta, so I hope to learn a lot from the people who test it out. Please leave your comments on ways I can improve it. There are still a lot of unfinished areas, but I'm still open to advice on how I can improve its visuals, layout, and balance.

How to Install:

Unzip the contents of the zip file into your team fortress 2\tf\maps directory. It is one singular .bsp file and all custom objects and textures should be included within it.

Thanks:

Thanks to the kinds folks over at TF2maps.net for their help on various little problems I came up with. Also, a big thanks to my Avalanche friends for helping to playtest this map. And especially, thanks to the many people who have provided me helpful feedback on FPSBanana. Yours has been especially helpful in terms of balance.

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Comments

    • P1: Beggar
      Points: 394
    • C1: Member
    • A5: Veteran
      Account Age: 4 years
    Posted by c0ach I love this map and really want to know when the next version is coming out (or even better if it gets finished). Please let us know you're still working on it to give us hope.

    I'm still working on it :)

    You'll see some good changes, both strategic and visual. I hope to get b3 out there soon. Thanks for the kind words.

    Bananite
    • P1: Beggar
      Points: 10
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    I love this map and really want to know when the next version is coming out (or even better if it gets finished). Please let us know you're still working on it to give us hope.

    Bananite
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Pros: Very Fun Map !!!! Looks Good Cons: The bugs of the doors at the last cp

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

    All good points TeeCee.

    Making a path along the beach all the way to the boat would be useful. Maybe move the spawn point on to the beach instead of on the jetty.

    It's a good point that the attackers never have a height advantage over red, so it;s near impossible to suppress them anywhere on the entire map.

    The final stage is a pure deathmatch arena for the second cp. There's no depth to it.

    I haven't tried second stage yet so not sure how the staircase will work out, it might offer more uber cover but there's even less room to attack than in b1 now so I don't know.

    The overall map is good but there are no ledges anywhere close by the cap points which can be used strategically by the attackers. Getting a place where you can put a teleporter is difficult except on the final stage but then its just an open floor sprayfest to the cap point and there's no way to win that fight.

    This map has the potential to become dustbowl version 2 but it will need tweaking a lot more, so please dont give up on it. Think of dustbowl cps and all the differnt ways to attack the points they offer, with the height the ledges the buildings and the cover. The hardest cp on dustbowl to take is cp2 on stage 2. Only one of your stages should be this difficult to take.

    Stage 1 Cap 1 : Too easy to take if anything could do with some more distance from the boat. Cap 2 : Too hard to take, less distance, more space around co1 for blue to build teleporters and sentries. At the moment this is similar to the second stage cap 2 on dustbowl only the distance between the ledge outside the point that blue attack from and the distance in this map is almost 3 times as great. Plus blue have zero cover the entire way from cp1 to cp2

    Stage 2 Cap 1 Tricky to take but OK Cap 2 Too covered so sg and stickies totally dominate, Make it more open so you can jump onto it directly. Doors are a major bottleneck

    Stage 3 Cap 1 Good Cap 2 Needs better defined routes, the vent needs to be accessible to all and it should come out in the other room not on the main hallway. Red should spawn behind the cap poitn not alongside it maybe downstairs in another room. The door is too hard to get past and should be accessible to all

    (O>)
    • P1: Beggar
      Points: 1
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    • A4: Graduate
      Account Age: 4 years

    Ran this map on our server tonight with a full crowed after being eager to try it, having done a personal tour. Whilst I still have high hopes for it, we certainly felt there are balancing issues to address which have been voiced. Having rarely progressed beyond stage1 with a mix of more experienced clannies and random pubbies together, we would recommend that for stage 1: * Shield cap2 more - perhaps inside the hut, too open with too many fields of fire onto the point (sentry nightmare) * Perhaps give the attackers a ramp or jump access up to the rooftops to five them the edge and permit supressing fire onto CP2 whilst making direct access easier * Think about a possible 3rd access route to the rear combat area (if you exclude the rooftops that only soldiers/demos can access). * Nudge the spawn a touch more back from CP2 * The map was deemed very engineer friendly by all, lots of nooks and crannies. If you look at dustbowl, all useful positions leave SG's relatively exposed. Any little tweaks that can improve fiels of fire? I would give more feedback on stages 2 and 3, but not progressed that far with a crowd of people to comment. However, I still think this shows the potential to be an A+++ map. It has a great design, beautiful touches, clear thought out vision and mirrors dustbowl-play well. Look forward to the next revision!

    Bananite
    • P2: Drudge
      Points: 5,899
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Pros: love this map Notes: we have this on rotation, love the map.

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

    Capping the finals points is still too difficult

    Stage one i can only really comment on well at the moment as ive palyed it so much more than the others. The problem is the distanceto the cap point from the only cover blue have which is near cp1, its too great. Dustbowl its not as far and you dont have to run past the spawn to get there, and there arent all the nooks and crannies where sgs are built to have to take care of either, ubering from there you can only just run to the cap point and by the time u gert there the uber is gone and u get killed straight away by the sgs

    (O>)
    • P1: Beggar
      Points: 26
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Congratz! You made one of my favs better! Keep up the good work, I want to see this map finished one day.

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

    On anything other than default respawn then it is impossible to take, i havent tried this version yet

    also the walls and concrete on stage 1 outside red spawn are bland and look nasty

    (O>)
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Last cap point isn't that bad, just needs a good uber or some team work to break through. It's been capped multiple times on my server, which is generally always 24/24 on corporation.

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