cp_gydan

Credits

Submitter
  • P1: Beggar
    Points: 460
  • C1: Member
  • A4: Graduate
    Account Age: 3 years
andysss456 (Creator/Co-creator)
Key Authors
Andrew "Andysss456" Schulte

Rating

9.70/10
Based off 19 rating(s)

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Additional Info

Development State
Final/Stable
Version
1.0
Maximum Players
32

Stats

Post Count
35
ViewCount
9,976
Downloads
2,906
Date Added
3 years ago
Date Modified
3 years ago
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Cp_gydan

Last Release:Monday, 22nd of December, 2008


Overview:

cp_gydan is a small, fast and chaotic map. Its main focus is on close-quarters combat and lots of death. The level is based on the new alpine setting. It has four capture points A through D. It's an attack and defend map and it's meant to be played pretty quickly.


Map Information:

  • Map title: cp_gydan
  • Version: Final
  • Spawn points: 32
  • Player load: 12-24
  • Custom assets: A few textures built into the bsp.
  • Total Build time: About four months.
  • Compile time: 15 Minutes 56 Seconds.
  • Extract the .bsp to the TF2 maps folder so you can play.


About the Author:

  • Author: Andrew "Andysss456" Schulte
  • email: andysss456@hotmail.com
  • MSN: andysss456@hotmail.com
  • Steam: andysss456


Final Version Change Log:

  • Added nodraw brushes in front of the blue gates to prevent shots being fired through before the round starts.
  • General cosmetic additions such as lighting, models, etc.
  • Added playerclips to prevent certain get under the map exploits.
  • Changed the gate from D to A so that it kills anyone who tries to stand in the way and keep it open.
  • Widened some doors to make it easier to move through.
  • Added areaportals and occluders in an attempt to fix fps lowering areas.


Thanks to:

  • Captain Mental and the Mental Clinic server. Their support has been phenomenal in the process of creating this map.
  • Arhurt (maker of ctf_aerospace) for support and help with understanding areaportals.
  • The URC and BAD clans for helping me to test the very first version of the map.
  • [22g] Pinguin for putting the map on his clan's server so that I could play with them and test further.
  • [CCCPC] Flubber who put the map on his clan's server as well as a heatmap to see the density of the death spots. The feedback from this group has been amazing as well.
  • [CPC] Uriak (he's working on the snakemountain map) for help with certain respawn timer problems as well as general ideas and encouragement.
  • Atreus from the steam forums who brought the under the map exploit to my attention.
  • All of the servers who have run and played my map for the past several weeks, I really appreciate it.

All works ©2008 by Andysss456. Please distribute this readme with the .bsp when mirroring the file.

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Comments

    • P2: Drudge
      Points: 1,191
    • E1: Helper
      EF: 2
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Serious exploit: Demomen are able to sticky jump into the unplayable areas (the player clipping on the building directly opposite of the one that holds C doesn't extend all the way up. There as a small opening up high)

    After they are able to make it to the other side of the fence, they are able to 'fall' though the world and walk around the entire map under the displacements. Thus, both attacking and defending demomen are able to lay underground stickies. These stickies can and will hurt players above, and this can lead to an unstoppable spawn camping.

    If this gets out of hand, we may have to pull this map off rotation.

    Bananite
    • P1: Beggar
      Points: 460
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    The funny thing is, that's how it's been set up the entire time. If you notice when playing the map, every cap awards a point for the team. Thus it's always been set up that way. It's just glitched out and i don't know why.

    Bananite
    • P1: Beggar
      Points: 329
    • E1: Helper
      EF: 3
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    To enable stopwatch: teamcontrolpointmaster scorestyle 1 (Award a point for every successive capture)

    Everyone loves this map, hope you can do it soon :)

    Bananite
    • P1: Beggar
      Points: 460
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    To kankle king M.D.:

    I would love to add stopwatch, but i don't know why it's not working. There is little to no documentation on stopwatch so i can't figure it out. If you have some documentation i could see, i'd add it to the map and make a new final version.

    Bananite
    • P1: Beggar
      Points: 50
    • E1: Helper
      EF: 1
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    The scout update brought us this(screenshots) http://forum.nmgames.kz/index.php?act=Attach&type=post&id=7120 http://forum.nmgames.kz/index.php?act=Attach&type=post&id=7121

    Bananite
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Pros: Very well usage of the alpine theme. Really nice design there is always a role for every class.

    Cons: Could be made a little more engineer friendly.

    Bananite
  • Anonymous

    Pros: Diseño Cons: La salida azul Improvements: ... Notes: ...

    • P1: Beggar
      Points: 329
    • E1: Helper
      EF: 3
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Everyone is STILL waiting for stopwatch to work!!!!!!

    Bananite
    • P1: Beggar
      Points: 10
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Sadly there is a map exploit where engies can build until the map so we removed it from the server

    If you want more detail please msg me at www.stompfest.com

    Bananite
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Pros: There is a nice flow to the map, even the first time through its not too difficult to find your way around. Its a map that works well with all classes too. Cons: Some areas get a little tight, but really not that bad. Seems a tad offensive bias. Notes: Its a good map and it keeps our 32 player server full. I haven't heard any complaints yet and its a lot of fun to play.

    Bananite
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