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pass_cuisine (PassTime)
1
#1
0 Frags +

pass_cuisine

Current version: A19

TF2Maps.net Info Thread
Imgur Album of screenshots
Download (bsp)
____________________________

This is pass_cuisine, an experimental PassTime map, smaller than most. Its theme will be two battling restaurant franchises, attacking each other with the neutral construction dynamite equipment located in the center.

The experiments this map uses are:

  1. Smaller map size makes it more like regular TF2 combat.
  2. Must capture control point with the jack to score (3 second capture time). Allows players to block the capture from back-caps, but is short enough that captures do happen. Also makes it easier to see progression when jack has been near a base for a while.
  3. When a goal is scored all attacking players on the control point will explode, but all dead players (from both teams) will respawn 5 seconds after the goal. This makes sure the team that just won crits (by default in PassTime) is not right next to the enemy spawn room exits.
  4. Jack has a permanent outline which allows you to always keep it in mind, even in large-scale fights.
  5. Jack has a level 2 dispenser which allows the carrier to become a support role for his team, healing and distributing ammo.
  6. If you push into the enemy goal zone, and you have equal or fewer goals scored compared to the enemy team, you get a respawn time advantage. This helps a team make a goal, but only if they are not the score leader. If they are the score leader their respawn time can still be affected by having the jack near their own goal zone (prevents turtling).
    • Spawn times are regularly 9-9. When attacking it's 7 for attackers, 11 for defenders.
    • There is a sound cue when the respawn time change occurs.
    • Image showing boundaries of spawn times.


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I'm looking for feedback on anything built into the map. I've been testing the experiments through a video series here and they seem to function well together (although the jack outline tends to flail around because there's no easy 'outline entity' available).

[b]pass_cuisine[/b]

Current version: A19

[url=http://tf2maps.net/threads/cuisine.28055/]TF2Maps.net Info Thread[/url]
[url=https://imgur.com/a/cfj5Y]Imgur Album of screenshots[/url]
[url=http://tf2maps.net/downloads/cuisine.1564/download?version=3403]Download (bsp)[/url]
____________________________

This is pass_cuisine, an experimental PassTime map, smaller than most. Its theme will be two battling restaurant franchises, attacking each other with the neutral construction dynamite equipment located in the center.

The experiments this map uses are:
[olist]
[*]Smaller map size makes it more like regular TF2 combat.
[*]Must capture control point with the jack to score (3 second capture time). Allows players to block the capture from back-caps, but is short enough that captures do happen. Also makes it easier to see progression when jack has been near a base for a while.
[*]When a goal is scored all attacking players on the control point will explode, but all dead players (from both teams) will respawn 5 seconds after the goal. This makes sure the team that just won crits (by default in PassTime) is not right next to the enemy spawn room exits.
[*]Jack has a permanent outline which allows you to always keep it in mind, even in large-scale fights.
[*]Jack has a level 2 dispenser which allows the carrier to become a support role for his team, healing and distributing ammo.
[*]If you push into the enemy goal zone, [i]and you have equal or fewer goals scored[/i] compared to the enemy team, you get a respawn time advantage. This helps a team make a goal, but only if they are not the score leader. If they are the score leader their respawn time can still be affected by having the jack near their own goal zone (prevents turtling).[list][*]Spawn times are regularly 9-9. When attacking it's 7 for attackers, 11 for defenders. [*]There is a sound cue when the respawn time change occurs. [*][url=http://i.imgur.com/6gVpmQb.jpg]Image[/url] showing boundaries of spawn times.
[/list]
[/olist]
____________________________

I'm looking for feedback on anything built into the map. I've been testing the experiments through a video series [url=https://www.youtube.com/playlist?list=PLSV0BSbqoMfjypTzItUZQn8ifN7q4kYzm]here[/url] and they seem to function well together (although the jack outline tends to flail around because there's no easy 'outline entity' available).
2
#2
3 Frags +

This map is a lot better and more fun to play than the current passtime map in game. The capture point mechanic works a lot better as well, and it's something that the passtime devs should consider themselves. I'd encourage anyone contemplating running experimental pugs on this map to give it a shot.

This map is a lot better and more fun to play than the current passtime map in game. The capture point mechanic works a lot better as well, and it's something that the passtime devs should consider themselves. I'd encourage anyone contemplating running experimental pugs on this map to give it a shot.
3
#3
11 Frags +

i forgot passtime existed

i forgot passtime existed
4
#4
2 Frags +

I've never even played passtime

I've never even played passtime
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