cp_desperados_a17

Credits

Submitter
  • P1: Beggar
    Points: 332
  • C1: Member
  • A5: Veteran
    Account Age: 4 years
Yam (Creator/Co-creator)
Key Authors
Yam

Rating

9.57/10
Based off 4 rating(s)

Additional Info

Development State
Alpha
Version
17

Stats

Post Count
12
ViewCount
3,642
Downloads
592
Date Added
3 years ago
Date Modified
3 years ago

A linear CP map where we fight to take the guard tower.

Notes:

-As it is still in alpha state, we suggest you to play it with a sniper restrict to 1 player, even if it's playable without.

-This map is a port of fofdesperados (from FistFul of Frag) and csdesperados (by Jackennils). Thanks to them for the models, texturing and original brushwork.

/********** updated to beta 2 ! ***************/ http://www.fpsbanana.com/maps/81750

  • You must be a member

Comments

    • P1: Beggar
      Points: 332
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    /********** updated to beta 2 ! ***************/ http://www.fpsbanana.com/maps/81750

    Thanks !

    Bananite
    • P1: Beggar
      Points: 51
    • E1: Helper
      EF: 1
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Pros: Great map layout. I love it. Ladders work really well. Lots of nooks and crannys to hole up in. Cons: Sniper haven. Can see Blue getting flogged at their spawn Do see that a lot of effort has been put into reducing this. It can be hard to bust out as blue but that also adds to the charm. Maybe more cover near blues initial spawn. chuck in a few Cactus !! Improvements: few minor issues already mentioned. Notes: It's playable as is but I'm waiting for a newer release for our main server. Great map two thumbs up

    Map Tester
    • P1: Beggar
      Points: 332
    • C1: Member
    • A5: Veteran
      Account Age: 4 years
    - The biggest issue is that when time runs out, BLU wins. It should be the other way around. For debugging purposes, we had capped A but not B at that point.

    I've seen this bug yesterday. I tried in local mode with the new build I'm working on. All were fine. Moreover, this bug were not present some weeks ago. A friend thinks that it can be due to a cvar (bug or missconfiguration? Following an update?).

    Bananite
    • P1: Beggar
      Points: 500
    • E1: Helper
      EF: 7
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    We have added this sweet-lookin' map to the rotation on our 24 slot pub.

    The sceenshots here on fpsb attracted me to this map first, and then, after loading it up, I saw that even as nice as they are, they dont do it justice!

    We have run through cpdesperadosa17 a number of times, but have yet to do so with a full server. However, I have an early review I'd like to provide.

    This map is one of the nicest lookin TF2 maps I have seen. The skybox is deep and provides an inspiring view from virtually anywhere on the map. The vertical nature of the cliffside attack path provides the opportunity for some unique gameplay.

    As it stands now, I see a distinct imbalance benefitting the defending Red characters that normally benefit from both increased elevation and direct lines of sight - ie: Soldier, Demo & Sniper. Soldiers are much harder to hit from below and have the added "boost" of being able to shoot the ground around an attacker for splash damage. Demos can sticky from above and just spam pipe bombs from above while remaining beyond the edge of the cliff. And snipers... LOL... We dont use a class restrict but only had two on Red, and even they felt that there needed to be more "interruptions" to their direct lines of sight - all the way down to the spawn.

    Ambush characters like spies and pyros play well here and serve their purposes, as do sedentary characters like engies and heavies.

    I personally, love the little custom touches. The hanging sniper... LOL :) In regards to the sniper... Once he is shot down, the attacking players can get stuck on his ragdoll... You can shoot his body off of you and move again, but players have gotten stuck. Dunno if Red gets stuck on him or can move freely over his corpse...

    I like the right-side attack path, blocked by a custom bomb that explodes after (I believe) B is capped. However, there should be some way to inform attackers that those not able to get over the rock are wasting their time going that way. Either that, or make the "barricade" passable by all characters - regardlless whether it is blown up or not. Perhaps a small underground tunnel at the end of that right-side approach path that goes under the mountain & comes out on the ledge overloooking the rope bridge? That might give the attackers back a bit of the height advantage so they could attack the defense at the top level.

    Also, I REALLY like the bell! Great to see interactive props included in maps! :)

    Is there any way you can add to the effect by making the bell swing when it is hit and rings? Adding a little animation would make it much more realistic. Also, someone that enjoyed the map on our server suggested making a different-toned bell on each level - A - B & C.

    OK, I could stop now, but then, I just gotta say...

    LADDERS THAT WORK! :)

    Awesome...

    I look forward to the next update and will enjoy playing this version until that happens.

    Nice job! Keep on Goin'! :)

    Hey Hey, Yo Yo! They call me B
    • P1: Beggar
      Points: 657
    • E1: Helper
      EF: 12
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    We just played this 7-7 and it was a lot of fun.

    Some issues: - The biggest issue is that when time runs out, BLU wins. It should be the other way around. For debugging purposes, we had capped A but not B at that point. - At the top of the right path from BLU spawn, it's possible to build a sentry and jump over the rocks at the top in order to immediately access C. If you really don't want people using this area until after B, I suggest keeping the door from the spawn closed until B is capped. - If you leave the door open, you need a sign showing that the way is blocked. Like a custom "Dead End (until B is capped)" sign right outside the spawn door. - FPS were really bad in some spots... a result of the openness of the map. I'm not sure that there's a solution other than trying to split the map in 2 across the middle with some cliffs or even two tall towers. If you haven't done areaportals, nodraws, and other optimizations, I'd highly recommend it. - People complained that it should be a little more open in some of the building areas. I know it's a port, but knocking down a wall here or there might improve that. I didn't mind it myself. - The area under C needs some serious work. Having 5 levels of stairs isn't cutting it. Perhaps make it open with some stairs spiraling around the outside edge, along with catwalks across the middle. That would make it far more interesting. - You have some displacements that don't align. Actually, lots of them. If you sew them they'll look much better. - Good snipers will dominate the map. The only possible solutions would be splitting the map across the middle or providing more cover for people below.

    Overall we had a lot of fun on it. I'm looking forward to future versions, especially since it plays really well with fewer players on it.

    Bananite
    • P2: Drudge
      Points: 1,584
    • E1: Helper
      EF: 1
    • C1: Member
    • A5: Veteran
      Account Age: 4 years
    Posted by Yam Many thanks :)
    Posted by Limesimme Is this a remake of the Desperado map for FoF and CS:S? Looks alot like it :/ The similarities are many *
    As I wrote, yes it is.

    Oh... Ohh boy, sorry mate xD

    Buttsechs for moneh plox?!!
    • P1: Beggar
      Points: 332
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Many thanks :)

    Posted by Limesimme Is this a remake of the Desperado map for FoF and CS:S? Looks alot like it :/ The similarities are many *

    As I wrote, yes it is.

    Bananite
    • P2: Drudge
      Points: 4,573
    • C1: Member
    • A5: Veteran
      Account Age: 5 years

    Pros: Awesome just Awesome!!!! A well time spent on this map. Cons: None Improvements: None Notes: Keep up the Great mapping work.

    .:{Sac_Town}:. Represent
    • P2: Drudge
      Points: 1,584
    • E1: Helper
      EF: 1
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Is this a remake of the Desperado map for FoF and CS:S?

    Looks alot like it :/ The similarities are many *

    Buttsechs for moneh plox?!!
    • P4: Worker
      Points: 31,530
    • E1: Helper
      EF: 11
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Pros: Awesome structure and very vivid color and lighting. I fell in love straight from the screenshots. This map has alot of points from which to defend from as well as attack from. The uneven boards are a plus, instead of having straight planks, the uneven wooden boards on the ground provide a seance of an old deserted area. The 3-d skybox is looking awesome. It's not just a texture, the entire mountainous region out there is brushwork! Nice idea on that. Very good brushwork :D

    Cons: I can't find any to mention since this is a port or remake of a css map, you can't really con a map that is meant to be that way, also in a alpha state :/

    Improvements: Maybe make the lighting a little more sun-setty to give it more of a desert-like feel, the lighting is wesome as it is, but to be closer to a perfect theme maybe make the lighting a bit more orange/tan.

    Notes: Awesome map with amazing brushwork. I can't wait for the full release and you got my download when you do. Nice on the hanging sniper, gave me a laugh.

    This quote's a spy!
  • You must be a member