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Rotation Tweaks/Additions

Posted: Fri Feb 05, 2010 4:00 pm
by Masakari
Fine Stevo, I'll finally post a few promising looking maps. :P

CP_Treehouose - http://forums.tf2maps.net/showthread.php?t=10050

Reminds me of Donkey Kong Country. Gravelpit type map with a lot of focus on height.

PL_downward_pass -http://forums.tf2maps.net/showthread.php?t=9989

Two-stage payload map with a very unique theme to it. Worst thing I've seen in the comments of it is that it's a little confusing for red in terms of leaving spawn at one point in time.

PL_Great_Heights - http://forums.tf2maps.net/showthread.php?t=10875

I think it's a three-stage payload map - played through the first stage and seemed fun. Cart is pushed uphill in that one and would be a good height map as well.

We really should remove corporation - it's had it's day in the sun and I think people are getting sick of it. Everything else is good though, I think.

And yes Stevo, I'm still looking for a good CTF map. It will happen, I swear! :P

Posted: Mon Feb 08, 2010 10:43 am
by Masakari
An interesting map that just hit beta today:

cp_heaven - http://forums.tf2maps.net/showthread.php?t=10612

Essentially a gravelpit style A/D map with an extra point on it (So the pattern is A-> B+C -> D). No "crazy" style or layout by the looks of it. Has one forward advancing spawn for each team, etc. I'll give it a dry runthrough tonight when I get home and

Also found a couple of potentially interesting looking maps from another site's FastDL server. Will give them a run-through and report back.

Posted: Mon Feb 08, 2010 12:28 pm
by Boss Llama
So... you're saying that if we play demomen, we can...

bomb heaven


Bwah ha ha! Eat your heart out, South Park GW! :-P