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Thread: TF2 map idea: ctf_towers

  1. Registered TeamPlayer
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    #21

    Re: TF2 map idea: ctf_towers

    Quote Originally Posted by Arreo
    I am also enamored of the idea that the intel spawns in a different place then you have to take it to. It is easy to code and would make a whole new dynamic to the CTF mode. Maybe less stalemate prone?
    Wow...sounds like how TF used to be....anybody else remember running intel on 2fort ALL THE FREAKIN WAY to your base, runnin to the roof to cap, just to get your head blown off your shoulders by a sniper TWO FEET from the cap point?

  2. Registered TeamPlayer FragRaptor's Avatar
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    #22

    Re: TF2 map idea: ctf_towers

    Quote Originally Posted by Panic
    at the rate I'm going I think I'll have a test version up in a couple days
    Count me in.

  3. Registered TeamPlayer Panic's Avatar
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    TF2 map idea: ctf_towers
    #23

    Re: TF2 map idea: ctf_towers

    Alright so I already have the capture zone on the top of the roof, and you can only get to it via a hole in the wall on the 3rd floor above the shelves, I am going to put the spawn in the basement and put the intel on the ground floor, since the floor above that has the most entrances this will ensure a variety of ways to have people come in.


    should I have a setup time? with it the large conjoined basement spawn would have gates separating it, w/o it we would have instant action and people would have to plan around it

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    #24

    Re: TF2 map idea: ctf_towers

    Well, the sketches will be a bit off then, but should still be usable.

    Stair room:
    [img width=750 height=585]http://i157.photobucket.com/albums/t78/redmako101/StairroomDraft.jpg[/img]

    Notes: Only the first stair room needs ramps to the atrium.

    Intel Basement:
    [img width=750 height=599]http://i157.photobucket.com/albums/t78/redmako101/BasementDraft.jpg[/img]

    Notes: Pillars make it easier to edge, and multiple entrances make it easier to attack.

    Vent entrances is a typo. Vents go one way (into the basement) only.

    Conjoined Basement:
    [img width=750 height=599]http://i157.photobucket.com/albums/t78/redmako101/ConjoinedBasementDraft.jpg[/img]

    Notes: Pretty much stolen from turbine, but a different vent layout, and generators instead of turbines.

  5. Registered TeamPlayer Gonzo0100's Avatar
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    #25

    Re: TF2 map idea: ctf_towers

    So theoretically, the upper floors will only be used after the intel is grabbed? I see this working well at TTP, but maybe not so much elsewhere. So in theory, you can run across the basement, grab the intell, run back, and then just go upwards until the cap? I think the upper parts should be incorporated a bit more so as not to have only 1 main battle area... maybe I am confused.

  6. Registered TeamPlayer Panic's Avatar
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    TF2 map idea: ctf_towers
    #26

    Re: TF2 map idea: ctf_towers

    the map strays a bunch from the drawings but the idea is the same, I'll finish one tower and see if you guys like the general layout

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    #27

    Re: TF2 map idea: ctf_towers

    Alright, I look forward to testing it.

  8. Registered TeamPlayer
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    #28

    Re: TF2 map idea: ctf_towers

    mind if I join the testing bandwagon?

  9. Registered TeamPlayer Panic's Avatar
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    #29

    Re: TF2 map idea: ctf_towers

    alright it's 3 20 am and I have a rough draft done with both sides up, I'll upload and get testers tomorrow

    Quote Originally Posted by TehSpaz
    mind if I join the testing bandwagon?
    If you are online I'll pm you

    www.steamcommunity.com/groups/TTPmaps

    Join that as well

  10. Registered TeamPlayer FragRaptor's Avatar
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    #30

    Re: TF2 map idea: ctf_towers

    Alright!
    I look forward to testing this. :9

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