cp_orange_z (final)

Credits

Submitter
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Termaximus (Creator/Co-creator)
Key Authors
Termaximus

Rating

6.13/10
Based off 4 rating(s)

Additional Info

Development State
Final/Stable
Version
1.0

Stats

Post Count
13
ViewCount
2,288
Downloads
566
Date Added
4 years ago
Date Modified
4 years ago

A fast paced orange map with abstract geometry.

Created for Team Vipers. All credit for Z layout concept to Russell.

Small map, 3 cap points. -Intended to be a fast paced map. -many opportunities for all classes to use abilities. perhaps only the engineers teleporter is not worth much (or is it?) -focus on gameplay with a little flare for aesthetics


Final Version Changes -fixed the elevator where it was getting stuck at top especially with Heavies. I think it is fixed have not playtested yet so let me know if still buggy. -made some aesthetic changes -add still better signs and arrows for direction -repositioned center spectate camera so it does not favor one side over the other. -added a custom model ambulance (see credit at bottom) instead of standard supply closet


Beta 2.0 Changes -Doubled center area with tower again. Distance from tower to battlements is twice as large giving Snipers a better advantage. -Evened out and lowered brightness further. -Moved barricade at blue final cap point away from wall so players can move around it. -Fixed spectator camera so it is not tilted anymore -Changed ugly and awkward staircase at ground level in center of tower to a basic lift -Added more directional arrows so you can know which way to go from anywhere in map. -Added ledge on battlements so a Scout on small building (with health and ammo pack) can do a double jump onto the battlements -Added a smaller cube next to the cube in center area so scout can jump on it then double jump onto cube -Fixed/changed/added some various detail items -Changed game timer to allow a maximum of ten minutes Beta 1.0 Changes: -Doubled center area with tower. -made tower 50% larger. improved brushwork on tower. removed awkward ramps that were in alpha version. added spiral stairs on inside and outside of tower. -doubled cap time for center and final cap points. -added battlements -fixed setup door for red side -lowered brightness significantly -added health and ammo packs -added geometry to fill in empty spaces on sides of Z


Program Used: Hammer Compile Date: 3/01/2008 Author: Matt Stambaugh (aka Termaximus), idea by Russell of Team Vipers Dev Cycle: alpha 1 -> beta 1 ->


copyright Matt Stambaugh 2008 All credit goes to Oxy (Drew-Fletcher.com) for Ambulance Models

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Comments

    • P2: Drudge
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    Hey Arthur. Good to see you. How's the UK? Agreed on your points. Making a cylindrical tower and angled walls its a bit too much for Hammer and my skill level. I'm just starting a new map, my first payload, and hopefully will be much improved over my previous ones. Look for the alpha of pl_vipersden in a month or so.

    Bringing the func_train to TF2
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    I was on your server when you were first testing this for the first time openly, and the error i pointed out seems to have gone unused. The problem i have is that when you make a orange map, don't go to fancy, it got to loock vary simple and plain, with all thease little cracks everwere in the roof and the stairs, it loses that charm that for example orange x or cross has.

    farly new to mapping
    • P2: Drudge
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    Posted by Anonymous Until you decide to texture this map it does not deserve to be ranked a 10. Learn to map to the ends of the game you're mapping for. Believe it or not this includes aesthetics too. While you might say "I made it orange to focus on the gameplay" you obviously don't know the concept of using color and detail to focus a player's attention, to highlight important aspects, to guide them and streamline the gameplay. Additionally there is a difference between "fast paced" and "not enough time to react to captors." This map only works well on instant spawn servers. Instead of arguing against your criticism maybe take it to heart and adapt this map into something thematic, something you can be proud to have spent legitimate time on.

    I've said it before and I'll say it again, this was a map quickly made (relatively speaking) and intended as an Orange map never to be textured. Sorry about the gameplay elements you don't like, although I personally think it is a good small map. If you want to see what I can do with textures/themes check out cp_2Skyscraper.

    Bringing the func_train to TF2
  • Anonymous

    Until you decide to texture this map it does not deserve to be ranked a 10. Learn to map to the ends of the game you're mapping for. Believe it or not this includes aesthetics too. While you might say "I made it orange to focus on the gameplay" you obviously don't know the concept of using color and detail to focus a player's attention, to highlight important aspects, to guide them and streamline the gameplay. Additionally there is a difference between "fast paced" and "not enough time to react to captors." This map only works well on instant spawn servers.

    Instead of arguing against your criticism maybe take it to heart and adapt this map into something thematic, something you can be proud to have spent legitimate time on.

    • P2: Drudge
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    Evil_Toaster, as I don't want to start a flame war with you I will agree to disagree. You have a right to your own opinion.

    Bringing the func_train to TF2
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    Posted by Termaximus
    Posted by Evil_Toaster Design: Map is too small. Having spawn so close to a capture point is always a bad idea. Fun: Maps that look like this generally aren't fun. Even if it looked nice this map wouldn't be very fun at all. Mainly because the map is too small which makes it more like for the same kind of battle to happen every time you play it. Looks: It simply looks ugly. That's really all I can say. You have you use real textures. None of this 'orange' crap.
    You really think your review is fair? You are trashing an Orange Map for using Dev textures. That's what an orange map is. You are trashing a map that states in release notes that it is a small 3 cp map for being a small map? If you don't think it is fun, that's fair and I can accept it. The rest of your assessment is completely out of line though.

    It doesn't matter. If I made a terrible map and I said in the notes "It's a map made to be a terrible map that no one will have fun in" then would you rate it a 10? No. Because it's a terrible map.

    Same thing here. You can say it's meant to be small and it's meant to have orange textures but small maps are boring on large servers and orange textures are ugly. So I will rate them lowly.

    Bananite
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    Posted by TeamVipers Pros: Great Map alot of fun to play, thanks Termy for putting my idea into such a Great map you made!!!! Love it man!!!! Cons: None

    Thanks. Glad you like it Russ.

    Bringing the func_train to TF2
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    Posted by Evil_Toaster Design: Map is too small. Having spawn so close to a capture point is always a bad idea. Fun: Maps that look like this generally aren't fun. Even if it looked nice this map wouldn't be very fun at all. Mainly because the map is too small which makes it more like for the same kind of battle to happen every time you play it. Looks: It simply looks ugly. That's really all I can say. You have you use real textures. None of this 'orange' crap.

    You really think your review is fair? You are trashing an Orange Map for using Dev textures. That's what an orange map is. You are trashing a map that states in release notes that it is a small 3 cp map for being a small map? If you don't think it is fun, that's fair and I can accept it. The rest of your assessment is completely out of line though.

    Bringing the func_train to TF2
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    Design: Map is too small. Having spawn so close to a capture point is always a bad idea. Fun: Maps that look like this generally aren't fun. Even if it looked nice this map wouldn't be very fun at all. Mainly because the map is too small which makes it more like for the same kind of battle to happen every time you play it. Looks: It simply looks ugly. That's really all I can say. You have you use real textures. None of this 'orange' crap.

    Bananite
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    Hey Loller if you dont like Dev textures why even click and look at the map?

    www.Team-Vipers.com
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