Map Testing/Suggestions

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Postby Arcalane » Wed Aug 20, 2008 3:37 pm

Same as last time. Looking for new maps for the servers.

Let's hear your recommendations. I'll be posting some of my own later.

Places to get maps; TF2 Maps.net, FPS Banana TF2 maps
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Postby Purplecat » Wed Aug 20, 2008 3:43 pm

dom_canalzone

I admittly hadn't taken a closer look at this level, but I really like the idea of this gametype and would like to see it in a real game. The fact that all control points are capturable at any time... might make engineers quite important to have around.
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Postby nobuyuki » Wed Aug 20, 2008 4:38 pm

Here's some I found on this website which I'd like to see tested out:

:!: Classic Maps

This one supposedly fixes problems in the original, though you still may not like it.
:!:cp_warpath2: http://forums.tf2maps.net/downloads.php?do=file&id=293

Here's a push/epicenter style map where you must take a flag / intel to each cp in order to cap it:
:!:cp_avanti_b1: http://forums.tf2maps.net/downloads.php?do=file&id=320

Vertical Payload map:
pl_evator: http://forums.tf2maps.net/downloads.php?do=file&id=548

Non-linear non-desert-themed CP map:
cp_starship: http://forums.tf2maps.net/downloads.php?do=file&id=538

An urban CTF map!
ctf_rocketcity: http://forums.tf2maps.net/downloads.php?do=file&id=330

Non-desert-themed dustbowl map:
cp_ironbowl: http://forums.tf2maps.net/downloads.php?do=file&id=425

Domination map:
dom_complex: http://forums.tf2maps.net/downloads.php?do=file&id=24

MAYBE to try push_underground (we need to try a push map!)
http://forums.tf2maps.net/downloads.php?do=file&id=501

And just for fun:
http://forums.tf2maps.net/downloads.php?do=file&id=464
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Postby Jake Monroe » Wed Aug 20, 2008 5:35 pm

Since I already created a thread with links to maps I thought looked interesting for testing. Copy Paste.

I decided to just wander through FPSbanana and find any maps that "look" interesting that we can test on the server.

http://www.fpsbanana.com/maps/56950 http://www.fpsbanana.com/maps/62826 A Pyro Airblast only map.
http://www.fpsbanana.com/maps/51290 Dodgeball?!
http://www.fpsbanana.com/maps/56368 Billiards. I'm just going through maps by catagory here.
http://www.fpsbanana.com/maps/52671 An Interesting Concept
http://www.fpsbanana.com/maps/38928 King of the Hill
http://www.fpsbanana.com/maps/38943 Melee only map, just because.
http://www.fpsbanana.com/maps/56003 Looks like an interesting idea.
http://www.fpsbanana.com/maps/47694 Another interesting Idea, but would really confuse new people.
http://www.fpsbanana.com/maps/58153 http://www.fpsbanana.com/maps/58112 Good map for when you want to play Pyro Tennis.
http://www.fpsbanana.com/maps/46512 http://www.fpsbanana.com/maps/62543
http://www.fpsbanana.com/maps/47484 CP Best in Class
http://www.fpsbanana.com/maps/52688 Avanti
http://www.fpsbanana.com/maps/59360
http://www.fpsbanana.com/maps/43957 Mario Kart We already discussed getting this so here is the link to download it in advance.
http://www.fpsbanana.com/maps/47270 Wacky Races PL map

Now I guess we can discuss them as I only looks at the thumbnails and descriptions to see what looked fun.
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Postby NikkyVix » Wed Aug 20, 2008 6:39 pm

Reposting from another thread.

If I might make a suggestion for a possible candidate: AVANTI_B1 [ http://www.fpsbanana.com/maps/52688 ]

This map is based off TFC's Avanti. Layout and gameplay is pretty much identical. The theme is based off the original. Blue team starts as the attacker. Red team starts as the defender. The attacking team starts at the bottom of the hill and must take control of the town by moving uphill and taking control of Command Points sequentially. The defending team simply tries to hold out as long as they can. Once the attackers succeed, teams swap, and play begins again.

Command Points are captured by taking the flag from the previous point and carrying it to the next. When a Command Point is secured, the flag required to capture the next Command Point appears on top of it. For example, the flag needed to capture Command Point 3 will always spawn at Command Point 2.

There is a wall of the Church that can be breached by applying enough damage to it. Stickies will work the best.


I've played this map five or six times on another server. The Pros and Cons I've seen are:

PRO: Novel concept for a CP/CTF hybrid (only the Intel carrier can cap a point, forcing the team to protect the intel carrier and ensure whomever has it gets to the capture point). Lots of different routes for attackers and defenders to consider, and places where forward bases can be established. And...it's an aesthetically cool map!

CON: Bottleneck-heavy. There's a number of balconies overlooking dead-end cul-de-sacs and courtyards, as well as narrow archways where BLU can be denied progress. RED also typically has high-ground superiority as they are pushed back in the town. Oftentimes ubers are a MUST and the attackers, if their team cannot work as a unit, end up stymied by sentry and bomb spam.

* * *

Next: cp_SWITCHBACK B5 [ http://www.fpsbanana.com/maps/44242 ]

It's a large 5CP map, so it's good for when the server's full or approaching fullness. A lot of back and forth tends to happen on this map from where I've played it, but one side can complete.

* * *

Next: cp_GEOTHERMAL B2 [ http://www.fpsbanana.com/maps/48692 ]
Some of you may remember this from other servers like CC2's. It's still a good map that works with big and small server populations.

* * *

Lastly: tc_SPECTRA [ http://www.fpsbanana.com/maps/60761 ]
Holy crap, a TC map? Weren't they supposed to be a myth...like good and playable UT2K4 Assault maps? The reviews for pros and cons hovering high in Good-mixed for this Hydro-style island map. Mayhaps we can give it a try as a special request map, see how it plays out with the crowds and determine if it stays.
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Postby NikkyVix » Wed Aug 20, 2008 6:47 pm

Ailure wrote:dom_canalzone

I admittly hadn't taken a closer look at this level, but I really like the idea of this gametype and would like to see it in a real game. The fact that all control points are capturable at any time... might make engineers quite important to have around.


I've played on this map on the Simiancage server, Ailure. Its pros are that it's a big map for roaming through, works like a grid so there are not many dead-ends, and indeed all points can be capped.

Its cons, however: It makes Steel's cap navigability look like Dustbowl. Those who were frustrated by the directionals in Steel may be punished in this. Because there are precious few indicators to point you to a CP that you want to get to, lots of times those who're new to the map will just wander around until they stumble upon a point they can cap.

Also: Some of the respawn zones are in the open. I respawned and was immediately gunned down by a Heavy where I stood.

So it's a fun map for the chaos and novelty of it, but its negatives are also apparent to those unlucky enough to run across them.
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Postby Fernin » Sat Aug 23, 2008 6:33 am

Could I put in a special request for more Payload maps? Pweese?
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Postby Arcalane » Sat Aug 23, 2008 7:03 am

NikkyVix wrote:Lastly: tc_SPECTRA [ http://www.fpsbanana.com/maps/60761 ]
Holy crap, a TC map? Weren't they supposed to be a myth...like good and playable UT2K4 Assault maps? The reviews for pros and cons hovering high in Good-mixed for this Hydro-style island map. Mayhaps we can give it a try as a special request map, see how it plays out with the crowds and determine if it stays.


I c wut u did thar.

Actually, I had been meaning to put Spectre up on my list of recommendations, but hadn't got around to it yet.
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Postby Jake Monroe » Sat Aug 23, 2008 8:04 am



Those are the ones I'm most interested in testing out. Especially the Pyro Airblast ones.
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Postby Arcalane » Thu Sep 04, 2008 9:03 pm

Goddammit I had a bunch more typed up but lost the post. Here we go again!

ALPINE:
arena_watchtower Very nice alpine set Arena map
ctf_waterworks Nice looking alpine set CTF map

~~

DESERT:
None, yet.
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