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#1  
Old 25·01·2008, 20:01
cp_mini_canyon
Game:
Team Fortress 2
Map Type:
Control Points
Released:
25·01·2008
Ideal Team Size:
12
Teams:
2
Downloads:
52
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CP_MINI_CANYON v1.0
made by Tycho terryn (aka Yo_Neo) http://tycho.terryn.be
Custom map for Team Fortress 2

Description:

This is a hybrid CP and CTF map based on a previous map (cp_grand_canyon). It is ment for smaller servers (24 players).

One team has to capture all 3 control points before being able to capture the intel of the opposing team.
Once all the control points are captured, the gate guarding the intel will open and you have 5 minutes to capture it. All the control points will stay locked untill the next round starts.

Each team has 1 forward spawnroom when they capture the bridge.


Notes:
You will drop the intel if you jump into the canyon.
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#2  
Old 25·01·2008, 21:56
Location: Canberra
Age: 25
Posts: 11,327
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mercury mercury is offline
/(bb|[^b]{2})/
This has more potential (then grand_canyon) to be a league map of ours, except that an ideal team size of 12 is still too big.

We'll have a look at it still, but it would be cooler if it was designed to be played 8v8 all the way through to 12v12.
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#3  
Old 26·01·2008, 00:15
Location: Belgium
Posts: 9
Yo_Neo Yo_Neo is offline
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I think 8 vs 8 shouldn't be to much of a problem. The forward spawn points focus most of the action in one area.

Let me know how it plays 8 vs. 8!
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#4  
Old 26·01·2008, 02:10
Location: Canberra
Age: 25
Posts: 11,327
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mercury's Avatar
mercury mercury is offline
/(bb|[^b]{2})/
The trouble is the distance, people hate walking too far. Maps that are physically too big dont generally work too well with 8v8 (which is why grand_canyon didnt get into ozfc, it was perfect if it was smaller )
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