cp_devilsbrew_final

Credits

Submitter
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Ezekel (Creator/Co-creator)
Key Authors
Ezekel
map and custom textures
Special Thanks
TheDarkerSideofYourShadow
for the flatbed & truck models

Rating

9.73/10
Based off 5 rating(s)

Additional Info

Development State
Final/Stable
Version
1.5
Maximum Players
32

Stats

Post Count
16
ViewCount
2,289
Downloads
353
Date Added
3 years ago
Date Modified
5 months ago

2way CP, utilising moving CPs

A map for Team Fortress 2

Devil's Brew you'll get so drunk, you'll swear the control points are moving! ("don't worry, you're not THAT drunk, the control point DID move")

Won 2nd place in the FPSB TF2 realistic mapping competition

now available in new Rasberry Final flavour :)

Entered into the realistic mapping contest. Wish me luck!

my basic decision here is a CP map, whose points have dynamic defenses. more plainatively, the middle and 2ndary points move about 500 units towards the owner, and on the other side of a door(which only opens to let the CP move past).

the name comes from the design direction i planned to take: i.e. 2 breweries, in an industrial area, attempting an aggressive takeover bid of eachother.

v1.4/1.5 (final): - changed to "final" status :) - added dynamic signs - fixed lighting issues on dynamic signs - minor lighting tweaks - minor asthetics tweaks - added more clutter to final cp rooms - got annoyed at myself for hitting "backspace" and having to re-enter all this info cos browser went back a page.

v1.3: - fixed the staircase clipping issue in final cap point room - added more health kits/ammo packs in the middle areas - changed the mechanics of the centre point. now capping the centre will not close/open the middle room's external doors. these doors remain open constantly now. - added water around the boat in sky box - removed the one way doors on the upper floor of the bases - removed the inside-door on the ground floor of the bases in order to encourage fighting to include more of the red/blu bases, and the basement areas - remodeled the centre area to give a more interesting layout - added windows to sides of bases on the wall where the 1-way door used to be. - redid signs and sign layout - new preview menu image demonstrating the moving nature of the CPs

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Comments

    • C1: Member
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    Great new idea with a unique take on game balancing. A nice change from the normal 5 point CP's.

    Wise men follow their own dire
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    Pros: Fun and different! Cons: Can stalemate but it's rare Improvements: None

    Bananite
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    Posted by Zalaxy Pros: 3 Moving CP Points based off of control of either teams, Open Areas and Closed hallways found here, Multiple Routes to go to each point. TF2 Styled Textures. Cons: None Improvements: None Notes: Sorry about previous map rating, I've been rating alot of maps lately and when I spoke of the textures I was thinking of another map. You'res is actually one of the better one's out there.

    thanks :)

    no prob about the other one. getting feedback is important afterall. :) besides, having a non-10 rating on the other one means it (finally) is off the top-rated maps list for tf2 (something i never felt i was really worthy of when compared to the likes of arena_harvest).

    I am the Bananemensch!
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    Pros: 3 Moving CP Points based off of control of either teams, Open Areas and Closed hallways found here, Multiple Routes to go to each point. TF2 Styled Textures. Cons: None Improvements: None Notes: Sorry about previous map rating, I've been rating alot of maps lately and when I spoke of the textures I was thinking of another map. You'res is actually one of the better one's out there.

    Cogito Ergo Sum
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    I did a quick run by myself through the map. Looked like a fun map, the moving capture points seem like a really fun idea. Can't really say more as I haven't played it on a server.

    Only gripe I have is that it seems a bit maze-y at points, I had hard time figuring out where to go at certain places.

    The Apathizer
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    Posted by octoplasma Dang. I thought i was the only one who was going to enter in for tf2

    sorry :) no easy win for either of us i guess. :)

    I am the Bananemensch!
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    Dang. I thought i was the only one who was going to enter in for tf2

    There's always money in the ba
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    Very good looking.

    HQ is HQ
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    Pros: It looks great and runs smoothly Cons: playing it last night on the server, it was really hard to find the right way to go and where the second to last points ended up going. Improvements: Specific label where each point to those who defend and where to attack. also there is a lot of areas that are empty and sure things can be put there but its really wide map and some of it feels like a waste.

    Rawr
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    Posted by PEDRONE Pros: i loved the idea of the moving cp's and the rooftops Cons: when you put too many ppl on the moving cp it doesnt move!! i know it isnt a major point but yeah Improvements: i dont know if you meant for the cp's to not move wen there is too many ppl on it but i didnt like it!! sry

    thanks. the mechanics of the points is this: they will move when capped, regardless of number of people on them. they however will stop moving the second someone on the other team steps on them. i.e. if red cap the point, and then a blu member gets on it before it reachs the red side of it's track, it will hold position until re-capped by blu team, or until the blu person(people) are removed from the cap area. the idea behind this is that it made no sense to me to have the point be moving towards one team's side, whilst it's being contested.

    I am the Bananemensch!
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