cp_casablanca_b6

Credits

Submitter
  • P1: Beggar
    Points: 340
  • E1: Helper
    EF: 1
  • C1: Member
  • A4: Graduate
    Account Age: 4 years
Uriak (Creator/Co-creator)
Key Authors
Uriak
MoHax

Rating

7.28/10
Based off 3 rating(s)

Additional Info

Development State
Beta
Version
4.0
Maximum Players
24

Stats

Post Count
5
ViewCount
1,756
Downloads
264
Date Added
4 years ago
Date Modified
4 years ago

BLU staff though of taking at least some deserved holidays under the sun of casablanca. But RED seem to have chose the very same place...

More refined version of casablanca :

-heavily modified last capture point for performance and balance -two themed red spawns for easier understanding of map -added more aerial passages mainly for scouts -added some shelters for engies -new custom wall textures and posters -graphical changes

============ Public release of my first TF2 map.

Casablanca is a small gravelpit like CP map, designed for fast and frantic action along with vertical oriented gameplay. High terraces offer space for soldiers and demomen, but beware of snipers. Ground corridors are more fitted for heavies and pyros. Beware : even if distances are short, BLU attackers should play as a team if they want to win the round, because RED reinforcements are only seconds away.

The RED spawns feature many passages, but the ones letting directly on points A and B are exit only ones : once out, no way to take shelter inside !

Future release will feature refined graphics, more custom textures and, hopefully, some custom props.

-- credits to MoHax for the handy prefab palm threes

-- Uriak

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Comments

    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Great work done on last version, now it has to be decorated :)

    Keep the faith little pony!

    Bananite
    • P1: Beggar
      Points: 340
    • E1: Helper
      EF: 1
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    When you spoke of hideous texture, weren't you speaking of the red spawn, instead, with the brick wall texture ?

    Gameplay wise, I could create a bit more distance between the red spawn and A, but it would strenghten C defence instead. At the moment red respawn wave time is twice longer than blu, to give attackers an edge.

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

    Pros: There's never enough gravelpit type maps. This map is very different than most maps. Cons: Graphically... this map needs a lot of work. Improvements: Your A and C sites are too close together. It's much easier for Red to defend A than it is to defend B. You need to create some distance between A & B and the spawn areas & C. Your textures do not work well together. BLU spawn has some hideously ugly textures and then everything in the map is white with red trim/blu trim and then there's those ugly palm trees. The graphics need to be reworked so the map is more visually appealing. People don't want to play custom maps that look custom. Notes: I'd like to see future releases of this map. The idea is good and solid -but the map still has a ways to go.

    www.clan-ai.com
    • P1: Beggar
      Points: 69
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    The concept is interesting, and gameplay is great. It just needs some graphic improvements.

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

    Looks promising

    bit blocky, everything has straight edges and sharp angles

    (O>)
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