pl_swift

Credits

Submitter
  • P2: Drudge
    Points: 1,028
  • E1: Helper
    EF: 1
  • C1: Member
  • A5: Veteran
    Account Age: 4 years
WhatIsSchwa (Creator/Co-creator)
Key Authors
What Is Schwa?
citrusmirakel

Rating

9.91/10
Based off 15 rating(s)

Additional Info

Development State
Final/Stable
Version
1.0
Maximum Players
32

Stats

Post Count
24
ViewCount
9,995
Downloads
2,490
Date Added
3 years ago
Date Modified
3 years ago

Single Stage Payload map set in Alpine environment.

Updated to pl_Swiftwater http://www.fpsbanana.com/maps/105583

  • You must be a member

Comments

    • P1: Beggar
      Points: 90
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    I think this is currently my most liked map on TF2 at the moment, however the decals need to be fixed, they are the only thing letting the map down, other than that it is a perfect map i believe.

    Well done, cant wait to see more maps from you.

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

    Swift is a great map. Check out the final version. Add it to rotation! Everyone will love it.

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

    Love the map! Nice and small in file size for quick download. Great variance of play throughout the map with a slight favour towards the canny sniper.

    Can't wait for V2 to be released, looks really promising :D

    Wise men follow their own dire
    • P2: Drudge
      Points: 1,028
    • E1: Helper
      EF: 1
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Thanks for bringing that to my attention. It is tough to predict the abusive nature of some players. I'm currently testing a large amount of tweaks and bugfixes and intend to do a V2 release soon.

    Everyone's support and feedback has been extremely encouraging.

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

    Http://files.filefront.com/omgdem/;13248162;/fileinfo.html heres a demo of the gamebreaker in question. A larger spawn with a second exit at the rear could solve this.

    Posted by Blackjackjulian Been running it in a server community, and we noticed a serious gamebreaker of a problem. The last attacking spawn is too small. People spawn right in front of the doors, which causes them to open, with no time to uber or back off. Some people actually managed a sentry nest, and spawncamped the hell out of BLU, in the most literal sense of the word. Please fix this - otherwise, it's a fantastic map.
    Bananite
    • P2: Drudge
      Points: 2,846
    • E1: Helper
      EF: 19
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Been running it in a server community, and we noticed a serious gamebreaker of a problem.

    The last attacking spawn is too small. People spawn right in front of the doors, which causes them to open, with no time to uber or back off. Some people actually managed a sentry nest, and spawncamped the hell out of BLU, in the most literal sense of the word. Please fix this - otherwise, it's a fantastic map.

    Map Surveyor: I Run TF2 Maps
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Pros: map uses alpine environment, to great effect Cons: none, really Improvements: i love this map and think it's basically perfect.

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

    Pros: Great flow, nice balance on the back-ways Cons: Last point is slightly skewed against red

    Bananite
  • Anonymous

    Pros: Great look and feel, superb use of valve's materials and small file size. Cons: A few places it's hard to tell where to go next, but you get used to it. Improvements: meh Notes: nope

    • P2: Drudge
      Points: 1,028
    • E1: Helper
      EF: 1
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Just wanted to say thank you to everyone who has posted feedback. I wasn't sure what to expect and the positive reception has really meant a lot to me.

    I'm considering making a few tweaks for a V2 release. A few little bugs slipped through playtests that I want to fix, as well as making CP3 a little easier for blu. I think the time needs to be reduced slightly as well, currently each CP capped gives 5 1/2 minutes, with a ten minute max.

    If anyone else has any minor and specific suggestions please post them and I'll try to get them all into V2. If I do update it will be the final build for certain.

    Bananite
  • You must be a member