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cp_scourge (Attack/Defend)
1
#1
cp_villa
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: B4
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: B4
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
cp_villa
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
cp_villa
6 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
cp_villa
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
cp_villa
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
cp_villa
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
12
#12
cp_villa
0 Frags +

A4 Update

BUGFIXES:
-Removed an accidental overhang on the roof over B spire
-Fixed an issue where the shutter blocking the central BLU spawn exit opens after A is capped
VISUAL CHANGES:
-Added more overlays and sign props to help guide players
LAYOUT CHANGES:
-Decreased the initial height of D after A is capped
-Increased the final height after C is capped, added a railing that appears around the D point after C is capped
-Added a slow gate out of upper B-side BLU spawn that opens when A is captured
-Added a one-way shutter in the doorway from the alley between A and B and lobby
-Added windows facing out the front of BLU spawn
-Removed medium healthkit in front of BLU spawn exit on A
-Added shutters in front of the upper exits from BLU spawn
-Added a new entrance from lobby into D
-Adjusted the pillars by shutter on D
-Various minor changes to BLU spawn: slightly lowered the upper area, added grid-aligned walls above exits to prevent wallbugs
MISC LOGIC CHANGES:
-Capturing A now causes RED to instantly respawn
-Decreased overall respawn time for attackers
-Capturing C now grants an even bigger respawn advantage to attackers
POINT LOGIC CHANGES:
-Capturing C now moves RED spawn down to the starting spawn location and closes off their C exit
-Capturing B switches the direction of the one-way shutter into lobby from inside>ouside to outside>inside
MISC CHANGES:
-Stickies don't bounce off the pillar on last, but they still bounce off the actual point (Note: this does cause stickies to stay in place while the pillar moves down, but this is the best I can do, it's just the Source Engine
-Closed the gap between the cliff and spire on B

[u]A4 Update[/u]

[u]BUGFIXES:[/u]
-Removed an accidental overhang on the roof over B spire
-Fixed an issue where the shutter blocking the central BLU spawn exit opens after A is capped
[u]VISUAL CHANGES:[/u]
-Added more overlays and sign props to help guide players
[u]LAYOUT CHANGES:[/u]
-Decreased the initial height of D after A is capped
-Increased the final height after C is capped, added a railing that appears around the D point after C is capped
-Added a slow gate out of upper B-side BLU spawn that opens when A is captured
-Added a one-way shutter in the doorway from the alley between A and B and lobby
-Added windows facing out the front of BLU spawn
-Removed medium healthkit in front of BLU spawn exit on A
-Added shutters in front of the upper exits from BLU spawn
-Added a new entrance from lobby into D
-Adjusted the pillars by shutter on D
-Various minor changes to BLU spawn: slightly lowered the upper area, added grid-aligned walls above exits to prevent wallbugs
[u]MISC LOGIC CHANGES:[/u]
-Capturing A now causes RED to instantly respawn
-Decreased overall respawn time for attackers
-Capturing C now grants an even bigger respawn advantage to attackers
[u]POINT LOGIC CHANGES:[/u]
-Capturing C now moves RED spawn down to the starting spawn location and closes off their C exit
-Capturing B switches the direction of the one-way shutter into lobby from inside>ouside to outside>inside
[u]MISC CHANGES:[/u]
-Stickies don't bounce off the pillar on last, but they still bounce off the actual point (Note: this does cause stickies to stay in place while the pillar moves down, but this is the best I can do, it's just the Source Engine
-Closed the gap between the cliff and spire on B
13
#13
4 Frags +

kevin gator.....

kevin gator.....
14
#14
cp_villa
2 Frags +

A5 Update

LAYOUT CHANGES:
-Added an unlockable passage between C corridor and D with a small healthkit in it
MISC LOGIC CHANGES:
-Reduced final respawn time for defenders and heavily decreased respawn times for attackers after B and C are capped.
POINT LOGIC CHANGES:
-Capturing A causes the main shutter into D to become one-way out of D, capturing B returns it to two-way
-Capturing B blocks the entrance from the skylight/shutter room into alley
-Capturing C divides the lobby in half and opens up a new, more direct passage from C corridor to D

EDIT: Fixed an issue where RED team respawns in the wrong area when A is capped in A5A update.

[u]A5 Update[/u]

[u]LAYOUT CHANGES:[/u]
-Added an unlockable passage between C corridor and D with a small healthkit in it
[u]MISC LOGIC CHANGES:[/u]
-Reduced final respawn time for defenders and heavily decreased respawn times for attackers after B and C are capped.
[u]POINT LOGIC CHANGES:[/u]
-Capturing A causes the main shutter into D to become one-way out of D, capturing B returns it to two-way
-Capturing B blocks the entrance from the skylight/shutter room into alley
-Capturing C divides the lobby in half and opens up a new, more direct passage from C corridor to D

EDIT: Fixed an issue where RED team respawns in the wrong area when A is capped in A5A update.
15
#15
cp_villa
1 Frags +

B1 Update: Artpassed the map
B1A Update: Detailed C a bit more, added props

[u]B1 Update:[/u] Artpassed the map
[u]B1A Update:[/u] Detailed C a bit more, added props
16
#16
cp_villa
3 Frags +

B2 Update

BUGFIXES
-Fixed an issue where BLU team could open the shutter into RED spawn on C
VISUAL CHANGES
-More artpassing
LAYOUT CHANGES
-Turned the small ammopack by D shutter into a medium pack
-Added a small healthkit and ammopack on D
-Added a sightline blocker in front of the lower spawn exit for RED team
MISC LOGIC CHANGES
-Increased 1x cap time of D from 40s to 50s
-BLU team now spawns faster after capturing A

[u]B2 Update[/u]

[u]BUGFIXES[/u]
-Fixed an issue where BLU team could open the shutter into RED spawn on C
[u]VISUAL CHANGES[/u]
-More artpassing
[u]LAYOUT CHANGES[/u]
-Turned the small ammopack by D shutter into a medium pack
-Added a small healthkit and ammopack on D
-Added a sightline blocker in front of the lower spawn exit for RED team
[u]MISC LOGIC CHANGES[/u]
-Increased 1x cap time of D from 40s to 50s
-BLU team now spawns faster after capturing A
17
#17
cp_villa
1 Frags +

B3 Update

VISUAL CHANGES
- Minor texture changes
- Added caution tape texture to the nobuild area on D
LAYOUT CHANGES
- Added a slow gate entrance from lobby into the room that opens up after C is captured

Here's a diagram I made to explain the map's logic https://i.imgur.com/TiBTFm6.png

[u]B3 Update[/u]

[u]VISUAL CHANGES[/u]
- Minor texture changes
- Added caution tape texture to the nobuild area on D
[u]LAYOUT CHANGES[/u]
- Added a slow gate entrance from lobby into the room that opens up after C is captured

Here's a diagram I made to explain the map's logic https://i.imgur.com/TiBTFm6.png
18
#18
cp_villa
1 Frags +

B4 Update

VISUAL CHANGES
- Added way more signs to indicate doors that open after a point is captured, one-way doors, etc.
- Some texture changes
LAYOUT CHANGES
- Turned the medium ammopack on B into a small one, added a full ammopack nearby to help engineers setup faster after A is captured
- Redesigned the area directly between A and B: removed fences and replaced them with other objects, adjusted some walls and displacements
- Added a new exit from BLU spawn onto B that opens up slowly when A is captured
- Closed off BLU house on A with a gate that can only be opened by BLU team only and slightly adjusted geometry there
MISC LOGIC CHANGES
- Changed respawn times to be less punishing for defense (the longest respawn wave time is now 12 seconds, which is the same as the longest wave time on cp_steel)
- Reduced last capture time from 50 sec to 46 sec

[u]B4 Update[/u]

[u]VISUAL CHANGES[/u]
- Added way more signs to indicate doors that open after a point is captured, one-way doors, etc.
- Some texture changes
[u]LAYOUT CHANGES[/u]
- Turned the medium ammopack on B into a small one, added a full ammopack nearby to help engineers setup faster after A is captured
- Redesigned the area directly between A and B: removed fences and replaced them with other objects, adjusted some walls and displacements
- Added a new exit from BLU spawn onto B that opens up slowly when A is captured
- Closed off BLU house on A with a gate that can only be opened by BLU team only and slightly adjusted geometry there
[u]MISC LOGIC CHANGES[/u]
- Changed respawn times to be less punishing for defense (the longest respawn wave time is now 12 seconds, which is the same as the longest wave time on cp_steel)
- Reduced last capture time from 50 sec to 46 sec
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