FINAL 1.0 CHANGES:
* Stage 1-
* -Added small health/ammo to far dropdown entrance of inside castle.
* -Added a wall inside the castle to prevent excessive sniper spam.
* -Wood fences added inside the castle.
* Stage 2-
* -An additional CP has been added to this area half way through. It will add 4.5 minutes to the timer when taken.
* -More crate cover added to far path.
* -A wall has been added to the far path to block LOS to the red resupply, cutting down on sniper spam.
* -Tweaked some health and ammo packs.
* -The wall leading to the last CP has switched sides in attempt to bring better flow to the CP.
* Stage 3-
* -The main bridge has been redone visually and now has a cover over it. This should also help with excessive sniping.
* -Soldiers can no longer unintentially get on top of the starting wall.
* -Tweaked some health and ammo packs.
* -Some wall locations have been adjusted inside the final fortress to increase flow to the last CP.
* -Additional signs added.
* General-
* -Visually many details have been added everywhere.
* -More optimization added in every area.
* -Sun brightness reduced slightly.
* -All areas now have 18 spawn points assigned.
* -Many flatter areas have been modified to be more uneven.
* -Rocks have been recolored to better match the surroundings.
* -All CP's now take 6 seconds to capture. This is a small change only to area 2.
* -Timers have been revised with the addition of the double-CP areas. The net result is mostly identical timings, but it has been streamlined. They are as follows:
* Area 1 - Start: 7.5 minutes
* Area 1 - Capture: Add 4.5 minutes
* Area 2A - Capture: Add 4.5 minutes
* Area 2B - Capture: Add 4.5 minutes
* Area 3A - Capture: Add 4.5 minutes
Players Recommended:
Up to 24
Information:
Fresh from porting Mach and inspired by Mr. Parlay's Stronghold castle theme, I had a strong desire to make an original "castle" map of my own. Since CTF doesn't work quite as well in TF2 (in my opinion), this is a CP map similar to Dustbowl in that it has 3 individual areas and is attack & defend.
Stage 1 (7.5 minutes): Meant to be fairly easy for a pushing offense to capture
Stage 2 (add 4.5 minutes per CP): Meant to be somewhat more difficult for an offense to capture, but with sufficient time given it should be attainable
Stage 3: (add 4.5 minutes per CP): This is meant to be the most difficult to capture of the 3, but there should be a good amount of time accumulated by now if offense is doing well.
|