Castle2 was just released, and is an update for the cp_castle map on the custom maps server. Figured may as well update it.
It can be found here: http://www.vilepickle.com/maps.php
Also, mach2 will be updated within a few days to mach3. I'll update the post when it is released.
The changes to castle are as follows:
FINAL 2.0 CHANGES:
General-
-Better optimization added to all 3 stages.
-Most models have their fade distance set, so rocks across the map won't be drawn anymore.
-New scoring system now in place: a point is added for each CP capped.
-Detail added to the spawn rooms.
-Decals changed to overlays, improving their quality and making them visible to all.
Stage 1-
-Windows added to the towers in stage 1 and 2.
-A large castle wall has been added behind the stage to prevent excessive drawing from stage 2. At the right dropdown, FPs increased about 20.
Stage 2-
-An alternate route for blue is now in place before the traditional starting hallway. This should stop it from being a huge chokepoint, as there is already a chokepoint later in the stage (breaking through RED's spawn waves at 2B)
-Area mostly retextured to distinguish it from Stage 1.
Stage 3-
-The keep walls are textured differently to give the area some variety.
-Minor see through brush fixed.
-Smoke cloud is slightly less intense.
-An alternate door at the side entrance to CP 3B has been added.
-The CP stand for 3B has been lowered. Scouts can now double-crouch jump onto it from either side (the front requires the boxes)
New version of castle released (cp_castle2)
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Re: New version of castle released (cp_castle2)
What Castle needs is something to prevent Red from being trapped in spawn during Stage 1. An aggressive Blu team can build a sentry and/or have a couple Demomen set up stickybomb traps, and Red can't do much besides try to uber up in the spawn, but in that time, Blu will probably have capped.
A second spawn exit for Red on Stage 1 would be perfect.
A second spawn exit for Red on Stage 1 would be perfect.
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