WIP cp_towerrush (working title)
This is a map i started a while ago. It’s an attack/defend map with one stage. The objective of the attacking team is to capture all control points in a given order. there will be 4-5 CPs in this map. The RED team has to defend the fortress. Every captured point opens a new path into the fortress. the first CP lowers the bridge, the second CP opens the main gate, the third CP opens an entry in the water ditch and so on.
The map is in a very early stage and only rough blocked out.
little graphic bug in cp_boulder v4
Unfortunately i embedded a wrong file in the bsp. so there is a little graphic glitch at the beginning of the map in the map information screen. It’s annoying but nothing that affects gameplay. so i’m not releasing a new version only to fix this bug.
cp_boulder advanced to cp_boulder_v4
sry for releasing this version shortly after the last release, but i had the time to implement some balance suggestions and to add more detail to the map. you can get it here in the maps section.
it should now be much easier to capture the second point of the first stage. also changed and fixed some other stuff.
the final point now also got a special theme to it:
the buildings around the last cap are used as a military spy base by RED.
there also is a large laser cannon that fires at another distant RED base when the last point is captured. so that is actually the reason why BLU wants to get the control over this map
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cp_boulder_v3 released
I released a new version of my map cp_boulder. you can download it here.
made some changes to stage 1 so defending gets a bit harder.
reworked some routes at stage 3 and totally cut some routes.
maybe i’m adding a forward spawn for blue at stage 3 in the future.
i also fixed some bugs and exploits and tweaked some capture times.
L4D Fanart
I made a little Left 4 Dead Fanart for a contest of csnation.
Here it is:
klick to enlarge it
A look at cp_boulder, Part II
Now to stage 2:
the first area of this stage is one of my favourite parts of the map. like every first cp on each stage it is very straightforward action to the capture point. i have the feeling that it is a bit harder to defend than the first cp of stage 1.
there are mainly 3 paths from the first area to the second one with slight variations. the third path is oneway. i noticed that the easiest way to defend cp2 is to defend the west part of the second area. if the defending team falls back too far it gets very hard to defend.
currently i don’t have any bigger changes planned for stage 2.
A look at cp_boulder, Part I
I’m still working on boulder to improve balance, gameplay and visuals. That’s why i started analyzing every stage of the map. Beginning with stage 1:
Every stage of cp_boulder is divided into 2 areas with one capture point each.
The first area of stage 1 is connected through 5 paths with the second area. All 5 are numbered in the picture above. Path 5 is a oneway path. It helps the attacking team to reach the second area. I’m planning on removing the ramp at path 4 (so it becomes oneway too), because it’s currently too easy for the defending team to surprise the attacking team from behind.
This should make it a bit easier to capture the second cp of the stage. maybe i’m also putting the red spawn room further away from the second cp. Apart from that the different classes are balanced on this stage in my opinion.
more to come..
Little cartoony Heavy artwork
I made a little Team Fortress 2 Artwork of the Heavy in a little different cartoonish style. It’s just a little sketch, nothing special.
Added ctf_2fortified to the maps section
I updated the maps section with a download link and images of ctf_2fortified.
That map was my first Team Fortress 2 map. Today I’m not very satisfied with the current version. Maybe someday it will get an update
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