cp_broma*final*

Credits

Submitter
  • P2: Drudge
    Points: 2,547
  • C1: Member
  • A5: Veteran
    Account Age: 6 years
CoKie (Creator/Co-creator)
Key Authors
CoKie

Rating

9.29/10
Based off 7 rating(s)

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Additional Info

Development State
Final/Stable
Version
1.0
Maximum Players
40

Stats

Post Count
9
ViewCount
10,643
Downloads
3,308
Date Added
4 years ago
Date Modified
4 years ago
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Map: cp_broma mapper: CoKie feedback: info@cokielores.net releasedate: 03.may.2008


description:

the map cp_broma orients to the gameplay style/capture point method of gravel pit. regarding the maptheme i tried to conform to the typical tf2 standard look.

have fun! CoKie

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Comments

    • P1: Beggar
      Points: 36
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Pros: Blooming excellent. Feels almost like an official map. Cons: Slightly smaller than the official ones (or so it seems), and a couple of bottlenecks and very concealed SG areas. Improvements: Not much really

    Bananite
    • P1: Beggar
      Points: 176
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Pros: feels like a TF2 map good variation Improvements: whats the point of the small room to the right of the red spawn? the one that has 2 windows into the next small hallway that you can crouch jump into, I dont see a good use for it

    God of all thing ~Desu
    • P2: Drudge
      Points: 5,576
    • E2: Guide
      EF: 24
    • C1: Member
    • A5: Veteran
      Account Age: 5 years

    Pros: The map realy makes a nice use diffirent heights which results in a nice variating battle. The distances of the points are very good in the layout Cons: I didnt like the fact that a bit part out of blue the spawn isnt reachable by the red team and it didnt allow teleporters. This slowed down blue and made red too much forced on defence. This was good noticeable at B where you see a large doorway which is locked for red. Improvements: Since the caps themselve have a very nice layout (i like the fact that B is hard to cap meaning you first have to take the full area because you would simply get knocked off the point). Still, a part of the spawn exits have to be open for red so they can start a harder defence there making it a bigger chalenge. Notes: As the map still plays good even though the route is sealed the map is good. its just a single improvement that is needed because now it played a bit weird because blue will allways get the point in time as red hardly can take the area back.

    The Knifosaurus
    • P1: Beggar
      Points: 385
    • E1: Helper
      EF: 4
    • C1: Member
    • A5: Veteran
      Account Age: 5 years

    Pros: Almost perfect, as always with a Cokie's production. Cons: frankly, I see none. So, why is it only "almost perfect" ? Because I'm not an expert ;) Notes: Do more maps of this quality!

    Ook!
    • P1: Beggar
      Points: 266
    • E1: Helper
      EF: 1
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Very good map. Looks nice and plays nice.

    Bananite
    • P2: Drudge
      Points: 5,334
    • E1: Helper
      EF: 10
    • C1: Member
    • A6: Elder
      Account Age: 7 years

    This map looks great. The brushwork and lighting is very nice. It really does feel like a TF2 map.

    Keep up the great work.

    Turbosmooth dat shit.
    • P1: Beggar
      Points: 326
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Notes: I like this map

    Bananite
    • P1: Beggar
      Points: 73
    • E1: Helper
      EF: 1
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Really nice, you got the tf2 feeling right. :D

    Ignis lamnia lammina lamna.
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