Hey TFTV, I was bored so I decided to make an Attack/Defend map for sixes. This isn't a Gpit clone though, it's a completely unique dynamic 4CP map, similar to cp_steel but smaller, more open, and less complicated. Instead of a deathpit on last, the point itself moves down from the ceiling as points are captured, making it more accessible to attackers.
Download the map here
Current version: B4
I have no idea where this map will go, but I would appreciate any thoughts people have.
More details are available on the map's download page.
Hey TFTV, I was bored so I decided to make an Attack/Defend map for sixes. This isn't a Gpit clone though, it's a completely unique dynamic 4CP map, similar to cp_steel but smaller, more open, and less complicated. Instead of a deathpit on last, the point itself moves down from the ceiling as points are captured, making it more accessible to attackers.
[url=https://tf2maps.net/downloads/scourge.9673/]Download the map here[/url]
Current version: B4
I have no idea where this map will go, but I would appreciate any thoughts people have.
More details are available on the map's download page.
OOOo okay I'm interested!
I really think the point moving down per cap is a really interesting idea!
OOOo okay I'm interested!
I really think the point moving down per cap is a really interesting idea!
steel is the best highlander map
i miss gpit
who's playtesting this and when are we playing?
steel is the best highlander map
i miss gpit
who's playtesting this and when are we playing?
Point A seems like a free cap for to BLU, was this intentional, something in the same vein as point A on cp_steel?
Point A seems like a free cap for to BLU, was this intentional, something in the same vein as point A on cp_steel?
KevinIsPwnsteel is the best highlander map
i miss gpit
who's playtesting this and when are we playing?
This is being tested in NA at the Testco.tf server, message me on discord if you want an invite: kevin gator#8582
vooshoosPoint A seems like a free cap for to BLU, was this intentional, something in the same vein as point A on cp_steel?
A is meant to be somewhat holdable but not as holdable as other points. I can’t really judge how it will play if the map hasn’t been playtested yet though
[quote=KevinIsPwn]steel is the best highlander map
i miss gpit
who's playtesting this and when are we playing?[/quote]
This is being tested in NA at the Testco.tf server, message me on discord if you want an invite: kevin gator#8582
[quote=vooshoos]Point A seems like a free cap for to BLU, was this intentional, something in the same vein as point A on cp_steel?[/quote]
A is meant to be somewhat holdable but not as holdable as other points. I can’t really judge how it will play if the map hasn’t been playtested yet though
A2 Update
Initial testing of the map revealed it to be incredibly easy for offense, at least for points A-C, so this update aims to make these points more defensible.
BUGFIXES:
-Fixed a floating ramp on C
-Fixed a mistake that allowed engineers to build in certain spots of BLU spawn
-Fixed multiple clipping issues around the map
VISUAL CHANGES:
-Added decal labels to points A-C
-Added decal signs to leftmost C and D exits in RED spawn
LAYOUT CHANGES:
-Increased distance between B and C
-Expanded the area between C and D
-Added a new spawn exit for RED into C
-Added a resupply cabinet to C side of RED spawn
-Added shutters to lower exits to A and B from BLU spawn to prevent stickytrapping spawnpoints
-Repositioned A to be closer to defenders, put an overhang above it.
-Completely redesigned the spire on B to make it easier to hold
Added a new platform on B for defenders to stand on
-Blocked a sightline from B to C through lobby
-Restricted a sightline from lobby to D
-Removed the small healthkit under the bridge on B
-Moved the small healthkit and medium ammopack on B to the top of the spire
-Added a medium healthkit below the point on B
-Removed barrels in the blue house on A and moved the medium healthkit previously on the balcony into its space
-Made the hallway between lobby and C harder to push but added a medium healthkit and ammopack to it
-Replaced the medium healthkit in lobby with a small one and moved it and the accompanying ammopack
-Removed the small ammopack on C
-Removed the medium healthkit under the cliff on A
POINT LOGIC CHANGES
When A is captured:
-RED team starts spawning in the upper C-side part of lobby
-Gate between A and B slowly opens
When B is captured:
-Gate between B and C slowly opens
-RED team loses access to the upper spawn exit
[u]A2 Update[/u]
Initial testing of the map revealed it to be incredibly easy for offense, at least for points A-C, so this update aims to make these points more defensible.
[u]BUGFIXES:[/u]
-Fixed a floating ramp on C
-Fixed a mistake that allowed engineers to build in certain spots of BLU spawn
-Fixed multiple clipping issues around the map
[u]VISUAL CHANGES:[/u]
-Added decal labels to points A-C
-Added decal signs to leftmost C and D exits in RED spawn
[u]LAYOUT CHANGES:[/u]
-Increased distance between B and C
-Expanded the area between C and D
-Added a new spawn exit for RED into C
-Added a resupply cabinet to C side of RED spawn
-Added shutters to lower exits to A and B from BLU spawn to prevent stickytrapping spawnpoints
-Repositioned A to be closer to defenders, put an overhang above it.
-Completely redesigned the spire on B to make it easier to hold
Added a new platform on B for defenders to stand on
-Blocked a sightline from B to C through lobby
-Restricted a sightline from lobby to D
-Removed the small healthkit under the bridge on B
-Moved the small healthkit and medium ammopack on B to the top of the spire
-Added a medium healthkit below the point on B
-Removed barrels in the blue house on A and moved the medium healthkit previously on the balcony into its space
-Made the hallway between lobby and C harder to push but added a medium healthkit and ammopack to it
-Replaced the medium healthkit in lobby with a small one and moved it and the accompanying ammopack
-Removed the small ammopack on C
-Removed the medium healthkit under the cliff on A
[u]POINT LOGIC CHANGES[/u]
When A is captured:
-RED team starts spawning in the upper C-side part of lobby
-Gate between A and B slowly opens
When B is captured:
-Gate between B and C slowly opens
-RED team loses access to the upper spawn exit
I am very interested in seeing matches on this map (also other A/D maps) from a gamemode design/balance perspective. If there are any VODs I can check out, please let me know (:
I am very interested in seeing matches on this map (also other A/D maps) from a gamemode design/balance perspective. If there are any VODs I can check out, please let me know (:
AsecI am very interested in seeing matches on this map (also other A/D maps) from a gamemode design/balance perspective. If there are any VODs I can check out, please let me know (:
The map can be playtested at Testco’s discord (NA) or the EU/AU Competitive Map Test discord if you’re interested in playing it yourself. The A1 version of the map has only been tested twice I think, and the demos should be available on demos.tf if you just filter by the map name.
[quote=Asec]I am very interested in seeing matches on this map (also other A/D maps) from a gamemode design/balance perspective. If there are any VODs I can check out, please let me know (:[/quote]
The map can be playtested at Testco’s discord (NA) or the EU/AU Competitive Map Test discord if you’re interested in playing it yourself. The A1 version of the map has only been tested twice I think, and the demos should be available on demos.tf if you just filter by the map name.
A2A
-Added kill triggers that prevent players from getting stuck under the last point when it moves and under the shutter that comes down in RED spawn after B is capped
-Made some minor clipping improvements
-Made the cap zone on A smaller
-Fixed missing sign prop on the B-C gate
-Fixed some lighting bugs
[u]A2A[/u]
-Added kill triggers that prevent players from getting stuck under the last point when it moves and under the shutter that comes down in RED spawn after B is capped
-Made some minor clipping improvements
-Made the cap zone on A smaller
-Fixed missing sign prop on the B-C gate
-Fixed some lighting bugs
A3 Update
BUGFIXES:
-Fixed an issue where teams could resupply by touching the entrance to the enemy spawn room
VISUAL CHANGES:
-Added a few more signs to help players navigate the map
-Added patch overlays underneath healthkits and ammopacks
OPTIMIZATION CHANGES:
-Changed the snow terrain so that it acts like grass - no more snow particles when walking on it
LAYOUT CHANGES:
-Added more cover to the A point
-Redesigned the A-B and B-C slow gates so they split into 3 parts when opened - sides recede into wall, top part moves into ceiling
-A-B and B-C gates now open slower to compensate for changes above
-Changed the medium ammopack by the shutter into D to a small ammopack
-Removed a support beam on the B spire
-Raised the platform outside lobby on B so that players can jump from it to the spire
-Added a barrier to block a sighline on B
-Added railing by the exit from C to lobby
-Moved the medium healthkit in the blue house on A back to its location in A1 and put back the barrels where they used to be
LOGIC CHANGES:
-Reduced A cap time slightly
-Increased B cap time slightly
-Added some rocks to the cliffs
[u]A3 Update[/u]
[u]BUGFIXES:[/u]
-Fixed an issue where teams could resupply by touching the entrance to the enemy spawn room
[u]VISUAL CHANGES:[/u]
-Added a few more signs to help players navigate the map
-Added patch overlays underneath healthkits and ammopacks
[u]OPTIMIZATION CHANGES:[/u]
-Changed the snow terrain so that it acts like grass - no more snow particles when walking on it
[u]LAYOUT CHANGES:[/u]
-Added more cover to the A point
-Redesigned the A-B and B-C slow gates so they split into 3 parts when opened - sides recede into wall, top part moves into ceiling
-A-B and B-C gates now open slower to compensate for changes above
-Changed the medium ammopack by the shutter into D to a small ammopack
-Removed a support beam on the B spire
-Raised the platform outside lobby on B so that players can jump from it to the spire
-Added a barrier to block a sighline on B
-Added railing by the exit from C to lobby
-Moved the medium healthkit in the blue house on A back to its location in A1 and put back the barrels where they used to be
[u]LOGIC CHANGES:[/u]
-Reduced A cap time slightly
-Increased B cap time slightly
-Added some rocks to the cliffs
A4 Update
BUGFIXES:
-Removed an accidental overhang on the roof over B spire
-Fixed an issue where the shutter blocking the central BLU spawn exit opens after A is capped
VISUAL CHANGES:
-Added more overlays and sign props to help guide players
LAYOUT CHANGES:
-Decreased the initial height of D after A is capped
-Increased the final height after C is capped, added a railing that appears around the D point after C is capped
-Added a slow gate out of upper B-side BLU spawn that opens when A is captured
-Added a one-way shutter in the doorway from the alley between A and B and lobby
-Added windows facing out the front of BLU spawn
-Removed medium healthkit in front of BLU spawn exit on A
-Added shutters in front of the upper exits from BLU spawn
-Added a new entrance from lobby into D
-Adjusted the pillars by shutter on D
-Various minor changes to BLU spawn: slightly lowered the upper area, added grid-aligned walls above exits to prevent wallbugs
MISC LOGIC CHANGES:
-Capturing A now causes RED to instantly respawn
-Decreased overall respawn time for attackers
-Capturing C now grants an even bigger respawn advantage to attackers
POINT LOGIC CHANGES:
-Capturing C now moves RED spawn down to the starting spawn location and closes off their C exit
-Capturing B switches the direction of the one-way shutter into lobby from inside>ouside to outside>inside
MISC CHANGES:
-Stickies don't bounce off the pillar on last, but they still bounce off the actual point (Note: this does cause stickies to stay in place while the pillar moves down, but this is the best I can do, it's just the Source Engine
-Closed the gap between the cliff and spire on B
[u]A4 Update[/u]
[u]BUGFIXES:[/u]
-Removed an accidental overhang on the roof over B spire
-Fixed an issue where the shutter blocking the central BLU spawn exit opens after A is capped
[u]VISUAL CHANGES:[/u]
-Added more overlays and sign props to help guide players
[u]LAYOUT CHANGES:[/u]
-Decreased the initial height of D after A is capped
-Increased the final height after C is capped, added a railing that appears around the D point after C is capped
-Added a slow gate out of upper B-side BLU spawn that opens when A is captured
-Added a one-way shutter in the doorway from the alley between A and B and lobby
-Added windows facing out the front of BLU spawn
-Removed medium healthkit in front of BLU spawn exit on A
-Added shutters in front of the upper exits from BLU spawn
-Added a new entrance from lobby into D
-Adjusted the pillars by shutter on D
-Various minor changes to BLU spawn: slightly lowered the upper area, added grid-aligned walls above exits to prevent wallbugs
[u]MISC LOGIC CHANGES:[/u]
-Capturing A now causes RED to instantly respawn
-Decreased overall respawn time for attackers
-Capturing C now grants an even bigger respawn advantage to attackers
[u]POINT LOGIC CHANGES:[/u]
-Capturing C now moves RED spawn down to the starting spawn location and closes off their C exit
-Capturing B switches the direction of the one-way shutter into lobby from inside>ouside to outside>inside
[u]MISC CHANGES:[/u]
-Stickies don't bounce off the pillar on last, but they still bounce off the actual point (Note: this does cause stickies to stay in place while the pillar moves down, but this is the best I can do, it's just the Source Engine
-Closed the gap between the cliff and spire on B
A5 Update
LAYOUT CHANGES:
-Added an unlockable passage between C corridor and D with a small healthkit in it
MISC LOGIC CHANGES:
-Reduced final respawn time for defenders and heavily decreased respawn times for attackers after B and C are capped.
POINT LOGIC CHANGES:
-Capturing A causes the main shutter into D to become one-way out of D, capturing B returns it to two-way
-Capturing B blocks the entrance from the skylight/shutter room into alley
-Capturing C divides the lobby in half and opens up a new, more direct passage from C corridor to D
EDIT: Fixed an issue where RED team respawns in the wrong area when A is capped in A5A update.
[u]A5 Update[/u]
[u]LAYOUT CHANGES:[/u]
-Added an unlockable passage between C corridor and D with a small healthkit in it
[u]MISC LOGIC CHANGES:[/u]
-Reduced final respawn time for defenders and heavily decreased respawn times for attackers after B and C are capped.
[u]POINT LOGIC CHANGES:[/u]
-Capturing A causes the main shutter into D to become one-way out of D, capturing B returns it to two-way
-Capturing B blocks the entrance from the skylight/shutter room into alley
-Capturing C divides the lobby in half and opens up a new, more direct passage from C corridor to D
EDIT: Fixed an issue where RED team respawns in the wrong area when A is capped in A5A update.
B1 Update: Artpassed the map
B1A Update: Detailed C a bit more, added props
[u]B1 Update:[/u] Artpassed the map
[u]B1A Update:[/u] Detailed C a bit more, added props
B2 Update
BUGFIXES
-Fixed an issue where BLU team could open the shutter into RED spawn on C
VISUAL CHANGES
-More artpassing
LAYOUT CHANGES
-Turned the small ammopack by D shutter into a medium pack
-Added a small healthkit and ammopack on D
-Added a sightline blocker in front of the lower spawn exit for RED team
MISC LOGIC CHANGES
-Increased 1x cap time of D from 40s to 50s
-BLU team now spawns faster after capturing A
[u]B2 Update[/u]
[u]BUGFIXES[/u]
-Fixed an issue where BLU team could open the shutter into RED spawn on C
[u]VISUAL CHANGES[/u]
-More artpassing
[u]LAYOUT CHANGES[/u]
-Turned the small ammopack by D shutter into a medium pack
-Added a small healthkit and ammopack on D
-Added a sightline blocker in front of the lower spawn exit for RED team
[u]MISC LOGIC CHANGES[/u]
-Increased 1x cap time of D from 40s to 50s
-BLU team now spawns faster after capturing A
B3 Update
VISUAL CHANGES
- Minor texture changes
- Added caution tape texture to the nobuild area on D
LAYOUT CHANGES
- Added a slow gate entrance from lobby into the room that opens up after C is captured
Here's a diagram I made to explain the map's logic https://i.imgur.com/TiBTFm6.png
[u]B3 Update[/u]
[u]VISUAL CHANGES[/u]
- Minor texture changes
- Added caution tape texture to the nobuild area on D
[u]LAYOUT CHANGES[/u]
- Added a slow gate entrance from lobby into the room that opens up after C is captured
Here's a diagram I made to explain the map's logic https://i.imgur.com/TiBTFm6.png
B4 Update
VISUAL CHANGES
- Added way more signs to indicate doors that open after a point is captured, one-way doors, etc.
- Some texture changes
LAYOUT CHANGES
- Turned the medium ammopack on B into a small one, added a full ammopack nearby to help engineers setup faster after A is captured
- Redesigned the area directly between A and B: removed fences and replaced them with other objects, adjusted some walls and displacements
- Added a new exit from BLU spawn onto B that opens up slowly when A is captured
- Closed off BLU house on A with a gate that can only be opened by BLU team only and slightly adjusted geometry there
MISC LOGIC CHANGES
- Changed respawn times to be less punishing for defense (the longest respawn wave time is now 12 seconds, which is the same as the longest wave time on cp_steel)
- Reduced last capture time from 50 sec to 46 sec
[u]B4 Update[/u]
[u]VISUAL CHANGES[/u]
- Added way more signs to indicate doors that open after a point is captured, one-way doors, etc.
- Some texture changes
[u]LAYOUT CHANGES[/u]
- Turned the medium ammopack on B into a small one, added a full ammopack nearby to help engineers setup faster after A is captured
- Redesigned the area directly between A and B: removed fences and replaced them with other objects, adjusted some walls and displacements
- Added a new exit from BLU spawn onto B that opens up slowly when A is captured
- Closed off BLU house on A with a gate that can only be opened by BLU team only and slightly adjusted geometry there
[u]MISC LOGIC CHANGES[/u]
- Changed respawn times to be less punishing for defense (the longest respawn wave time is now 12 seconds, which is the same as the longest wave time on cp_steel)
- Reduced last capture time from 50 sec to 46 sec