pl_cave_stage1

Credits

Submitter
  • P1: Beggar
    Points: 524
  • C1: Member
  • A5: Veteran
    Account Age: 4 years
Spacemonkeynz (Creator/Co-creator)
Key Authors
Spacemonkeynz

Rating

8.25/10
Based off 7 rating(s)

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Additional Info

Development State
Beta
Version
0.1
Maximum Players
24

Stats

Post Count
17
ViewCount
5,266
Downloads
1,030
Date Added
4 years ago
Date Modified
4 years ago
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The Blu team have to escort a cart of explosives into the Red base deep underground.

This is the single stage version of cave.

You can get the 3 stage version here http://www.fpsbanana.com/maps/57377

Map Name: pl_cave Game: Team Fortress 2 Map Type: Payload (Attack/Defend) Author: Spacemonkey


Introduction

This is the payload version of my es_cave7 map. It is only 1 stage, I intend to release a 3 stage version later on. The map consists of 4 rooms in an underground mine. Outside the Blu respawn room is the bomb, which is to be escorted to the red base.

It's still in the beta stage atm, please post any bugs here and i'll try my best to fix them.

Thank you for playing my map.

If you would like to discuss it with me, or make a suggestion, add me to steam friends. http://steamcommunity.com/id/spacemonkey


Version History

vb2 - disabled warning on capture - fixed middle cp to prevent cart from moving further back, this will stop blue getting extra time and wining on the middle CP. - added ramp for Blue in the 3rd room.

vb1 - Release

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Comments

    • P1: Beggar
      Points: 469
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      Account Age: 3 years

    "Good, Great and Like" (c) klm

    • P1: Beggar
      Points: 154
    • E1: Helper
      EF: 1
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      Account Age: 4 years

    I played it on a full 24 slot, and demos were taking shine. They had about 5 on red and held us off just on the spam, im not sure how this could be fixed but a couple of bulges along the map would help.

    farly new to mapping
    • P1: Beggar
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    Posted by RigorMortis1 The last CP is too close to the Red spawn! Considering they occupy the high ground this provides an even greater advantage for them. Still a really fun map to play and I can't wait to see the next levels for it. So, hurry!

    3stage version is available: http://www.fpsbanana.com/maps/57377

    Bananite
    • P1: Beggar
      Points: 1
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    The last CP is too close to the Red spawn! Considering they occupy the high ground this provides an even greater advantage for them.

    Still a really fun map to play and I can't wait to see the next levels for it. So, hurry!

    Dirtbags are everywhere...
    • P2: Drudge
      Points: 2,878
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      EF: 17
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    • A6: Elder
      Account Age: 7 years

    Last cp is too tough if there are going to eb other stages as it takes so long to cap it

    (O>)
    • C1: Member
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    Pros: Looks good balance good Cons: dont like 6 rounds! I wont put it on my server unless it has a 3 round limit Sorry :(

    Bananite
    • C1: Member
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    Pros: It's really fun Cons: red has a bit of an advantage, for the right side of blue's spawn passage (way to half way past middle point and last point -- the 2nd turn for the bomb) put a Sentry out side there, and it can piss off the offense, by killing them, plus there are ways to kill before the setup time is over. also Pyro's flames shot pass the wire doors at spawn (killed a few scouts that way ;) ) Improvements: Fix pre-setup killings and then it will be fine. and right side hall way

    Bananite
    • P1: Beggar
      Points: 524
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    Ok, i've found some pretty major bugs, which I have fixed up in version 2.

    These are the control point sound, and the cart reversing over the mid point, which caused all sorts of problems.

    Version 2 should be out shortly.

    TF2 mapper
    • P4: Worker
      Points: 37,209
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      Account Age: 8 years

    Pros: I love that you've decided to make this a multistage map. Everyone loved this map as escave7 - so I know they'll love this as plcave. Cons: None really. I know that last point is going to be difficult to capture though simply because it was difficult to capture before - and that's when spies and ubers could move it. Improvements: None.... just let me know when you add stage2. I have a 24/7 PL server which this is running on (in place of es_cave7 as of today). Notes: Good work!

    www.clan-ai.com
    • P2: Drudge
      Points: 2,878
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    • A6: Elder
      Account Age: 7 years

    The cap point should be outside red spawn so that it takes red about 6 - 10 seconds to run there. it si way too close

    (O>)
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