tc_meridian_b5

Credits

Submitter
  • P2: Drudge
    Points: 2,440
  • C1: Member
  • A5: Veteran
    Account Age: 4 years
Shmitz (Creator/Co-creator)
Key Authors
Mark 'Shmitz' Major
Scott 'Buddikaman' Petty
Pat 'MangyCarface' Mulholland
Steve 'Scoobings' Post

Rating

9.71/10
Based off 6 rating(s)

Additional Info

Development State
Beta
Version
0.5.0
Maximum Players
32

Stats

Post Count
21
ViewCount
7,914
Downloads
1,643
Date Added
3 years ago
Date Modified
3 years ago

The evil genius behind Red plots to unleash havoc from a remote tropical island, and a special Blue task force must stop them.

The island of Meridian holds a terrible secret, waiting to be unleashed on the world by Red forces. Can Blue fight their way into Red's lair and stop their plan, or will Red drive Blue off their island? This Territory Control map differs from Valve's TC_Hydro in that it uses CTF infiltration mechanics instead of the domination gameplay of Control Points. This combination of game types makes for an experience that is more dynamic than the usual "turtling" of CTF and less prone to stalemates than CP-based Territory Control.

NOTE: CTF HUD IS NOW ENABLED

We are MOST looking for feedback on balance. If you play a full timeslot on this map, please note which areas (not teams) win each round. You can post your results as feedback here, or at the main development thread here.

README

TCMERIDIAN BETA 5 (tcmeridian_b5)

Gametype: Territory Control Players: 24-32 Author: Mark "Shmitz" Major Contributors: Scott "Buddikaman" Petty Pat "MangyCarface" Mulholland Steve "Scoobings" Post E-mail: shmitz@gmail.com Version: 0.5.0


Revision History

BETA 5 * Reworked interior of the boat (BLU final defense round). Main blue spawn is now at the top level, with the intel being in the hold of the ship. * Improved temple textures. * Intel return timer increased from 30 seconds to 40. * Spawn times start slightly lower, but their reduction over the course of a round is much less. Spawn times are no longer instant at the end of a round.

BETA 4 * Restructured temple area to unify the space, make it less labyrinthian, and allow it to better accomodate a larger number of players. * Changed the main route into village from subbay so that it is less of a spamfest chokepoint. * Removed exit-side railing from subbay intel platform. * Added sniper rooms to village/subbay round. * Improved lighting in some of the darker tunnels. * Removed barrier between ravine bridge and lake during volcano/temple round. Scouts, demomen, and soldier may now jump from one to the other.

BETA 3 * Minor visual fixes. * Prevented engineer buildings from being built directly on top of the intel in final defense rounds. * ENABLED CTF HUD!

BETA 2 * Fixed "ghost" control point in sub bay. * Fixed being able to get stuck in upper temple during the temple / sub bay round. * Reworked the temple / sub bay round for better gameplay and hopefully it will see fewer stalemates and a more balanced win ratio. * Reworked village / sub bay round. Action in the middle area should be less divided and more friendly to fire from snipers, soldiers, heavies, etc. * Added more signs to provide player direction and to make death areas more apparent. * Added a shark to the water by the boat. * Fixed strange reflections in water. * Improved clipping. * Fixed players getting stuck in trick-door in village if they attempted to block it. * Fixed decontamination spray in volcano / temple round. It had been getting turned on during the wrong round. * Improved visibility in outside areas, so players should render fewer objects not in view. * Added overtime. If any flag is not at home when the timer hits zero, 60 seconds of bonus time is added. However, if all flags get returned to home during this time, the round automatically ends.

BETA 1 * Added another path into village during volcano/village round. * Reworked the layout inside the temple area. * Fixed bugs involved with players crossing a few prop-based bridges and ramps. * Fixed clipping on bridges across ravine. * Deepened pool under waterfall to support players attempting to put out flames. * Increased setup times. Normal rounds are 30 seconds, while defense rounds are 60 seconds. * Added more health and ammo. * Added proper collision to robot deck and hoses. * Made robot deck a more sentry-friendly location. * Added more direction signs.

(see readme for more details)

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Comments

    • P2: Drudge
      Points: 2,440
    • C1: Member
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      Account Age: 4 years

    This version is outdated. The current version is Release Candidate 3, and can be found here.

    Bananite
    • P1: Beggar
      Points: 289
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    • A4: Graduate
      Account Age: 3 years

    Im currently working on a map set on a tropical island and i am in need of some decent palm trees, i noticed that the ones in this map are very good. If i could use them in map could you PM me to let me know or if your not the author could you please show me where to get them. Great map btw.

    In God we trust, all others we
    • P1: Beggar
      Points: 302
    • E1: Helper
      EF: 6
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      Account Age: 4 years

    Pros: Absolutely beautiful, plays very good for both a CTF and a TC map, and best of all it's something different! Cons: Extremely large file size (relatively speaking). Seems stalemate prone with 32 players, but what CTF map isn't? Improvements: If there's some way of reducing the file size without deterring from the beauty of the map, then that would be something. I love this map, but it's really hard to find being played anywhere just for that reason I think. Notes: Sorry, I forgot to take notes on which team won where :(. But, it seemed pretty balanced overall. We'll definitely be trying out the next release whenever it comes out, so just keep us posted if I happen to miss it. We do new map testing every Sunday at 9pm ET. I think that was you that joined the FearedGamers forums right?

    I hope this gets a community map pick, as it is very well deserving of it.

    Bananite
    • P1: Beggar
      Points: 50
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      EF: 1
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      Account Age: 3 years

    Ah! At least you made b5 version. What's with that delay? Keep up good work, i am really looking forward to see this map shining final someday, cos this map idea is great.

    And it would be just a good thing to cut down the filesize a bit ;)

    Bananite
    • P1: Beggar
      Points: 313
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      Account Age: 3 years

    Pros: A new concept that helps keep TC and CTF alive. I'd like to see the same thing done with Arena next. Cons: The map lags like all hell! I know that the really cool robot and all the jungle fawna must have taken a long time to make but this is the ONLY TF2 custom map that lags for me and I'm stick and tired of not being able to react whenever I see a spy because I'm watiing for my computer to catch up. It sucks! Improvements: Optimize the map so it runs faster and isn't such a resource hog! Also, take out the setup timers. It's too easy for a group of Engineers to place sentry guns and upgrade them before any body even gets near a flag, and it ends up leading to stalemates every round. Score: 5/10

    Mess with the best, smell like
    • C1: Member
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      Account Age: 3 years
    Posted by [ROFL]Harley Submit this to the realistic maps contest...do it naow!

    erhm realistic maps dude theres a GIANT robot on this small island how realistic is that?

    Its a hamster not a golf ball*
    • P2: Drudge
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    Posted by [ROFL]Harley Submit this to the realistic maps contest...do it naow!

    TF2 is far from realistic..

    Music Is The Answer.
    • P1: Beggar
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    Submit this to the realistic maps contest...do it naow!

    Banana I am dissapoint
    • P2: Drudge
      Points: 1,193
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      Account Age: 4 years

    One of the finest maps ever.

    • P2: Drudge
      Points: 2,440
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Beta 4 released. Major changes made to the temple area, and a significant change was made to the village/subbay round.

    Bananite
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