ctf_littlefort

Credits

Submitter
  • C1: Member
  • A4: Graduate
    Account Age: 4 years
ChubbyGoat (Creator/Co-creator)
Key Authors
ChubbyGoat

Rating

?/10
Not yet rated.

Additional Info

Development State
Beta
Version
1.01
Maximum Players
24

Stats

Post Count
1
ViewCount
988
Downloads
167
Date Added
4 years ago
Date Modified
4 years ago

Fast-paced, close-quarters, brutal face-to-face action, small ctf map.

LittleFort "The enemy has taken our - The enemy has captured our intelligence."

Capture the Flag

The main feature of LittleFort is it's tight size. The entire map is about 3500 hammer units in total length (very small for a team fortress 2 map). A running scout can span the distance from the enemy intel to the capture zone in about nine seconds. Don't worry, theres plenty of ways to prevent that from happening. But you will need to work together and maintain a rock-solid defense, because a lapse in security lasting 5 seconds may cost you an enemy capture point.

Because of the close-quarters gameplay, players may die more often than when playing other maps. The respawn times have been cut down to 0 seconds to compensate, and to make base defense more possible. Also, there is a 45 second setup period before each round, allowing engineers to build their sentries up to level three in preparation for the enemy front.

The map has an asymmetrical design (each base being a 180-degree rotation of the other), with a central garage-like arena separating the bases. This arena between the bases is approximately 700 hammer units across. +Each base has a main gate that opens on both sides for either team. There is also a stealth entrance into the enemy base from your respawn room that only your team can enter. +Inside of each base you will find two entrances into the vault, which is behind the base. One entrance is shorter and more obvious, the other is upstairs and includes a couple of collectible items and a ramp into the vault.

I tried to make the map suitable for all the classes:

Scout - Let's face it, the scout always has an advantage. Soldier - Rocket jump onto the scaffold to get a better angle on incoming surges. Pyro - The stealth entrance (vent) can be used to infiltrate the enemy base from behind. Demoman - Grenades can be launched out of the vent or into the enemy sniper window. Heavy - Coming through the enemy main gate will open many business opportunites for your minigun. Engineer - Extra metal is never far. Build anything you want, anywhere. Medic - One Uber-charge will get you and a friend into the enemy vault. Sniper - A sniper deck with a window into the arena. Also with a window into the yard. Spy - The stealth entrance (vent) can be used to infiltrate the enemy base from behind.

Please try to keep blood off the walls; I did a lot of hard work making the place.

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Comments

    • P1: Beggar
      Points: 8
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Would it be possible to see an updated version of this map?

    When Soldiers get up to the vent access ledge in their own base, they are able to spam rockets directly into the enemy spawn. Could a bend in the vents be added to prevent this... or even better... perhaps make the railing on the ledge the boundary as opposed to the vent entrance itself?... or some other method?...shrug

    Bananite
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