Due to several requests i also made a non medieval version of redfort with the new changes.
Download normal Version b6 (6MB)
Download medieval Version b5 (6MB)
Due to several requests i also made a non medieval version of redfort with the new changes.
Download normal Version b6 (6MB)
Download medieval Version b5 (6MB)
I updated cp_redfort to beta 5.
It is now a map with the new medieval mode from the last tf2 update.
I also added some other stuff and changed some things.
You can download it in the maps section.
Changes:
-changed the whole Theme to the new one
-reworked the area around the fort
-changed some items and capture times
-added a new path to the top, to the last cp
-fixed some bugs, added some clip brushes and some other small changes.
You can download the map in the maps section.
just for fun i used the new theme of the sniper/spy update on my map cp_redfort.
it turned out better than i thought. i really like contrast between the indoor and outdoor areas. but i think i’ll stay with the old theme for now.
here is a screen from the current version for comparison:
Because the last capture point on redfort is currently hard to capture, there will be an additional way up to the top in the next version. you can see it in the front on the picture (you can climb up the boxes to the roof). If the attacking team is controlling the area inside the fort they can approach the last capture point through the three upper exits.
There will also be some changes to the capture times and other small fixes and additions.
I updated cp_redfort, now beta 1.
I added signs and new textures to make it easier to find the way to the right cps. also added messages to the HUD to inform the player about the new ways into the fort after capturing a cp. i also tried to improve performance, but since it’s a very open map optimizing isn’t really easy. that’s also why i havn’t added much more detail to the map in this version.
I made a little poster for the blu spawn room of cp_redfort. in the next version there will also be more signs to make the ways to the capture points more obvious.
I released a new version of my single-stage attack/defend map cp_redfort.
Changes in this Version:
-changed environment light
-added and changed some health and ammo packs
-fixed a bug of a spawn door of the attacking team
-added a new one-way door to the fort
-added a bit more detail to the map
-adjusted capture times
-some other small changes
you can download it in the maps section.
I released the first version of my TF2 map cp_redfort (formerly named cp_towerrush).
You can download it here in the maps section.
Here is a short video of it:
This is a Screenshot of my next map for TF2. The map is a single stage attack/defend map with 4 capture points. With every capture point taken the way into and to the top of the fort gets easier for the attacking team. For example if the attacking team takes the first capture point in front of the fort the drawbridge gets lowered. The workingtitle of the map is currently cp_towerrush, but i think that wont be the name for the release. There is still lots of work to do but maybe the first alpha version is ready at the weekend.