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cp_scourge (Attack/Defend)
1
#1
Villa/Scourge
0 Frags +

Hey TFTV, I was bored so I decided to make an Attack/Defend map for sixes. This isn't a Gpit clone though, it's a completely unique dynamic 4CP map, similar to cp_steel but smaller, more open, and less complicated. Instead of a deathpit on last, the point itself moves down from the ceiling as points are captured, making it more accessible to attackers.

Download the map here
Current version: A2A

Every point capture increases the timer by 3 minutes. Additional results of each point capture are as follows:
Point A:
-Point D unlocks and moves down from the ceiling, accessible only by jumping classes
-Gates between BLU spawn and B unlock
-RED team starts spawning in the upper C-side part of lobby
-Gate between A and B slowly opens
Point B:
-Point D moves down and is slightly more accessible but still impossible to reach from ground level
-Central gates in BLU spawn unlock
-BLU respawn time decreases
-Gate between B and C slowly opens
-Red team loses access to the upper spawn exit
Point C:
-Point D moves down to ground level
-RED team respawn time increases.
Point D:
-BLU team wins.

I have no idea where this map will go, but I would appreciate any thoughts people have.

More details are available on the map's download page.

Hey TFTV, I was bored so I decided to make an Attack/Defend map for sixes. This isn't a Gpit clone though, it's a completely unique dynamic 4CP map, similar to cp_steel but smaller, more open, and less complicated. Instead of a deathpit on last, the point itself moves down from the ceiling as points are captured, making it more accessible to attackers.

[url=https://tf2maps.net/downloads/scourge.9673/]Download the map here[/url]
Current version: A2A

Every point capture increases the timer by 3 minutes. Additional results of each point capture are as follows:
[u]Point A: [/u]
-Point D unlocks and moves down from the ceiling, accessible only by jumping classes
-Gates between BLU spawn and B unlock
-RED team starts spawning in the upper C-side part of lobby
-Gate between A and B slowly opens
[u]Point B:[/u]
-Point D moves down and is slightly more accessible but still impossible to reach from ground level
-Central gates in BLU spawn unlock
-BLU respawn time decreases
-Gate between B and C slowly opens
-Red team loses access to the upper spawn exit
[u]Point C:[/u]
-Point D moves down to ground level
-RED team respawn time increases.
[u]Point D: [/u]
-BLU team wins.

I have no idea where this map will go, but I would appreciate any thoughts people have.

More details are available on the map's download page.
2
#2
3 Frags +

OOOo okay I'm interested!

I really think the point moving down per cap is a really interesting idea!

OOOo okay I'm interested!

I really think the point moving down per cap is a really interesting idea!
3
#3
newbie.tf
7 Frags +

steel is the best highlander map

i miss gpit

who's playtesting this and when are we playing?

steel is the best highlander map

i miss gpit

who's playtesting this and when are we playing?
4
#4
1 Frags +

Point A seems like a free cap for to BLU, was this intentional, something in the same vein as point A on cp_steel?

Point A seems like a free cap for to BLU, was this intentional, something in the same vein as point A on cp_steel?
5
#5
Villa/Scourge
4 Frags +
KevinIsPwnsteel is the best highlander map

i miss gpit

who's playtesting this and when are we playing?

This is being tested in NA at the Testco.tf server, message me on discord if you want an invite: kevin gator#8582

vooshoosPoint A seems like a free cap for to BLU, was this intentional, something in the same vein as point A on cp_steel?

A is meant to be somewhat holdable but not as holdable as other points. I can’t really judge how it will play if the map hasn’t been playtested yet though

[quote=KevinIsPwn]steel is the best highlander map

i miss gpit

who's playtesting this and when are we playing?[/quote]

This is being tested in NA at the Testco.tf server, message me on discord if you want an invite: kevin gator#8582

[quote=vooshoos]Point A seems like a free cap for to BLU, was this intentional, something in the same vein as point A on cp_steel?[/quote]

A is meant to be somewhat holdable but not as holdable as other points. I can’t really judge how it will play if the map hasn’t been playtested yet though
6
#6
Villa/Scourge
5 Frags +

A2 Update

Initial testing of the map revealed it to be incredibly easy for offense, at least for points A-C, so this update aims to make these points more defensible.

BUGFIXES:
-Fixed a floating ramp on C
-Fixed a mistake that allowed engineers to build in certain spots of BLU spawn
-Fixed multiple clipping issues around the map
VISUAL CHANGES:
-Added decal labels to points A-C
-Added decal signs to leftmost C and D exits in RED spawn
LAYOUT CHANGES:
-Increased distance between B and C
-Expanded the area between C and D
-Added a new spawn exit for RED into C
-Added a resupply cabinet to C side of RED spawn
-Added shutters to lower exits to A and B from BLU spawn to prevent stickytrapping spawnpoints
-Repositioned A to be closer to defenders, put an overhang above it.
-Completely redesigned the spire on B to make it easier to hold
Added a new platform on B for defenders to stand on
-Blocked a sightline from B to C through lobby
-Restricted a sightline from lobby to D
-Removed the small healthkit under the bridge on B
-Moved the small healthkit and medium ammopack on B to the top of the spire
-Added a medium healthkit below the point on B
-Removed barrels in the blue house on A and moved the medium healthkit previously on the balcony into its space
-Made the hallway between lobby and C harder to push but added a medium healthkit and ammopack to it
-Replaced the medium healthkit in lobby with a small one and moved it and the accompanying ammopack
-Removed the small ammopack on C
-Removed the medium healthkit under the cliff on A
POINT LOGIC CHANGES
When A is captured:
-RED team starts spawning in the upper C-side part of lobby
-Gate between A and B slowly opens
When B is captured:
-Gate between B and C slowly opens
-RED team loses access to the upper spawn exit

[u]A2 Update[/u]

Initial testing of the map revealed it to be incredibly easy for offense, at least for points A-C, so this update aims to make these points more defensible.

[u]BUGFIXES:[/u]
-Fixed a floating ramp on C
-Fixed a mistake that allowed engineers to build in certain spots of BLU spawn
-Fixed multiple clipping issues around the map
[u]VISUAL CHANGES:[/u]
-Added decal labels to points A-C
-Added decal signs to leftmost C and D exits in RED spawn
[u]LAYOUT CHANGES:[/u]
-Increased distance between B and C
-Expanded the area between C and D
-Added a new spawn exit for RED into C
-Added a resupply cabinet to C side of RED spawn
-Added shutters to lower exits to A and B from BLU spawn to prevent stickytrapping spawnpoints
-Repositioned A to be closer to defenders, put an overhang above it.
-Completely redesigned the spire on B to make it easier to hold
Added a new platform on B for defenders to stand on
-Blocked a sightline from B to C through lobby
-Restricted a sightline from lobby to D
-Removed the small healthkit under the bridge on B
-Moved the small healthkit and medium ammopack on B to the top of the spire
-Added a medium healthkit below the point on B
-Removed barrels in the blue house on A and moved the medium healthkit previously on the balcony into its space
-Made the hallway between lobby and C harder to push but added a medium healthkit and ammopack to it
-Replaced the medium healthkit in lobby with a small one and moved it and the accompanying ammopack
-Removed the small ammopack on C
-Removed the medium healthkit under the cliff on A
[u]POINT LOGIC CHANGES[/u]
When A is captured:
-RED team starts spawning in the upper C-side part of lobby
-Gate between A and B slowly opens
When B is captured:
-Gate between B and C slowly opens
-RED team loses access to the upper spawn exit
7
#7
2 Frags +

I am very interested in seeing matches on this map (also other A/D maps) from a gamemode design/balance perspective. If there are any VODs I can check out, please let me know (:

I am very interested in seeing matches on this map (also other A/D maps) from a gamemode design/balance perspective. If there are any VODs I can check out, please let me know (:
8
#8
Villa/Scourge
2 Frags +
AsecI am very interested in seeing matches on this map (also other A/D maps) from a gamemode design/balance perspective. If there are any VODs I can check out, please let me know (:

The map can be playtested at Testco’s discord (NA) or the EU/AU Competitive Map Test discord if you’re interested in playing it yourself. The A1 version of the map has only been tested twice I think, and the demos should be available on demos.tf if you just filter by the map name.

[quote=Asec]I am very interested in seeing matches on this map (also other A/D maps) from a gamemode design/balance perspective. If there are any VODs I can check out, please let me know (:[/quote]
The map can be playtested at Testco’s discord (NA) or the EU/AU Competitive Map Test discord if you’re interested in playing it yourself. The A1 version of the map has only been tested twice I think, and the demos should be available on demos.tf if you just filter by the map name.
9
#9
2 Frags +

Looks promising

Looks promising
10
#10
Villa/Scourge
4 Frags +

A2A
-Added kill triggers that prevent players from getting stuck under the last point when it moves and under the shutter that comes down in RED spawn after B is capped
-Made some minor clipping improvements
-Made the cap zone on A smaller
-Fixed missing sign prop on the B-C gate
-Fixed some lighting bugs

[u]A2A[/u]
-Added kill triggers that prevent players from getting stuck under the last point when it moves and under the shutter that comes down in RED spawn after B is capped
-Made some minor clipping improvements
-Made the cap zone on A smaller
-Fixed missing sign prop on the B-C gate
-Fixed some lighting bugs
11
#11
Villa/Scourge
0 Frags +

A3 Update

BUGFIXES:
-Fixed an issue where teams could resupply by touching the entrance to the enemy spawn room
VISUAL CHANGES:
-Added a few more signs to help players navigate the map
-Added patch overlays underneath healthkits and ammopacks
OPTIMIZATION CHANGES:
-Changed the snow terrain so that it acts like grass - no more snow particles when walking on it
LAYOUT CHANGES:
-Added more cover to the A point
-Redesigned the A-B and B-C slow gates so they split into 3 parts when opened - sides recede into wall, top part moves into ceiling
-A-B and B-C gates now open slower to compensate for changes above
-Changed the medium ammopack by the shutter into D to a small ammopack
-Removed a support beam on the B spire
-Raised the platform outside lobby on B so that players can jump from it to the spire
-Added a barrier to block a sighline on B
-Added railing by the exit from C to lobby
-Moved the medium healthkit in the blue house on A back to its location in A1 and put back the barrels where they used to be
LOGIC CHANGES:
-Reduced A cap time slightly
-Increased B cap time slightly
-Added some rocks to the cliffs

[u]A3 Update[/u]

[u]BUGFIXES:[/u]
-Fixed an issue where teams could resupply by touching the entrance to the enemy spawn room
[u]VISUAL CHANGES:[/u]
-Added a few more signs to help players navigate the map
-Added patch overlays underneath healthkits and ammopacks
[u]OPTIMIZATION CHANGES:[/u]
-Changed the snow terrain so that it acts like grass - no more snow particles when walking on it
[u]LAYOUT CHANGES:[/u]
-Added more cover to the A point
-Redesigned the A-B and B-C slow gates so they split into 3 parts when opened - sides recede into wall, top part moves into ceiling
-A-B and B-C gates now open slower to compensate for changes above
-Changed the medium ammopack by the shutter into D to a small ammopack
-Removed a support beam on the B spire
-Raised the platform outside lobby on B so that players can jump from it to the spire
-Added a barrier to block a sighline on B
-Added railing by the exit from C to lobby
-Moved the medium healthkit in the blue house on A back to its location in A1 and put back the barrels where they used to be
[u]LOGIC CHANGES:[/u]
-Reduced A cap time slightly
-Increased B cap time slightly
-Added some rocks to the cliffs
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