ctf_reverse_beta2

Credits

Submitter
  • P2: Drudge
    Points: 1,488
  • E1: Helper
    EF: 12
  • C2: Ripe Member
  • A6: Elder
    Account Age: 6 years
strangemodul3
(Creator/Co-creator)
Studio
Dynamic Customs Inc.
Key Authors
strangemodul3

Rating

8.07/10
Based off 3 rating(s)

Additional Info

Development State
Beta
Version
2
Maximum Players
24

Stats

Post Count
4
ViewCount
912
Downloads
107
Date Added
4 years ago
Date Modified
4 years ago

Reverse CTF in a port/industry area.

CTF_Reverse | Beta 2!

This is the second version of my ctf_reverse map.

Changes include: -Fixed up some brushwork -Added a more detailed skybox -Glass to show where intel goes after you cap it -Fixed a few places where the player could go but shouldn't

If you have any suggestions on how to make the map better, please

do post.

Installation: Extract to C:\Program Files\Valve\Steam\steamapps\\team fortress 2\tf

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Comments

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

    Pros: The map is fairly simple which is always good in a CTF map. Cons: It's not very creative. There's a lot of repetitive items in the map and not a lot of variety. Improvements: Make each base more unique. Rather than having big bulky windows that aren't detailed at all with a field of crates, maybe make a parking lot? There's lots of things that could be done to make the map better but right now, it not only looks like a custom beta map, it plays like one too. By the way, the swift water makes capping the intel a tad too easy - especially considering the intel starts off in your base rather than the enemy base. Don't simplify so much that it becomes easy to capture the flag or that it becomes too much of a deathmatch.

    www.clan-ai.com
    • P1: Beggar
      Points: 77
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Pros: It's time someone try this concept and put it into play. I like this idea. Cons: The red side and the blue side are imbalanced - blue side I think has an advantage over the red side. Being symmetrical is boring but it's also a rather fair solution to both sides. Also, need more signs. I had no idea where I should be going. Lastly, the open area (blue's buildings and red's containers) don't really serve much of a purpose since you don't really need to travel over there. Improvements: The red side and blue side needs to be more balanced. Also I think there's only one way to enter the drop zone of the other side. You need to open an alternate entrance or else the carrier will get taken down by sentries easily. Notes: I think there's some texture mixing in there (some TF2, some HL2) but I think it fits decently.

    Bananite
    • P2: Drudge
      Points: 6,362
    • C1: Member
    • A6: Elder
      Account Age: 7 years

    Pros: Very Fun Idea! The gameplay works out fine and it should be workable with many players. Cons: Still a few little bad geometry, but nothing you can't fix by the time you leave beta. Improvements: Some more cover in a few areas, nothing serious. Notes: It's good you released it so everyone can get used to the gameplay before you add the rest of the looks!

    I liek 2 modul.
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