cp_silo_c-alpha2

Author: Bricksolid
File Size: 20.9 MB
Overall Rating:
 

Map Environment:
The original idea was to recreate Sector C from the original Half-Life. After some thought we realized this would be boring and the layout of sector C is not TF2 friendly. So we took the idea of Sector C and decided to make it Sector C from the 1960s. In other words Silo C, since Black Mesa used to be a ICBM base. The upper level or round 1 layout is similar to Sector C from HL but after that we built our own layout. Of course we had to add the ridiculous endless pit by the train tracks, beware to those who jump down into the abyss!

So this map is an underground missile base in which the players are in an area called Silo C.

Map Objectives:
Blue: Take over the base from Red and stop the launch of a Titan II ICBM.
Red: Defend the base until the Titan II launches.

Map Features:
? 2.3 million sq feet of playable space
? 6 Control Points split into 3 rounds, 2 each.
? Respawn points and rounds change in real time
? Blue assaults, red defends
? Various custom textures, custom soundscapes
? HDR enabled



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cp_silo_c-alpha2

#  Jan 28, 2009 at 8:06 AM
Join Date:
Jan 27, 2009
Post Count:
8
 
bricksolid 89269
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WARNING TO NOT DOWNLOAD THE MAP FROM THIS SITE. GO TO fpsbanana TO DOWNLOAD! Thank you!
Hello

My brother and I have been building this map for the past few months. This is our first alpha stage public release. We would like to know how others think about it. Read below for more information
.

What we want from testers:
We need feedback so please give it to us. To help with feedback this is some things we need answers for.

1) How is the layout of Round 2 and 3? Any suggestions to make it better? What can be added, removed, changed?

2) What areas in round 2 and 3 did you and your team use the least?

3) What did you like the most about the map? The least?

4) How did the map do performance wise, did it slow down your computer at all? What area? Please provide some basic computer information if it does.

5) Overall what did you think? Enjoyable? Challenging? Boring? Claustrophobic? Etc...

Thanks and have fun!

I would like to play test this map on a private server I own. Maybe if I can I would want to test it every night at 10pm EST. If you want to join add me as a friend. My steam id is brick400.

The server is connect 208.167.234.158:27015; password test


http://www.fpsbanana.com/maps/80430
#  Jan 28, 2009 at 9:01 AM
Join Date:
Nov 22, 2007
Post Count:
694
 
Soulsurvivor 80557
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Specialty: Pyro
Steam ID: sam_west03
GamerTag: soulsurvivor
Clan: {TF2F}
SquigMember
 
just ran thought this map last night and tbh it is amazing and beautifully crafted.
unfortunatly its never ever going to be played as anything other than a half decent nom-nom map.
Its just to dam big. Even with a 32 man server points 3,4 are to large, point 5 is just about right. Point 6 is to high and to much walking.
Furthermore the locations of the spawns are easy to camp on bothsides, and points one and 2 are so easly defended as there is only one entrance to point 1. To make this map work you need to scale down your size as if playing this you will never find any one to fight. youd need a 64 man server at least

Pros - awsome idea and has a massive potential.  and the unique door and gameplay styles are fantastic (red can cap back points for a limited time)

Cons- framerate drops when playing alone on my own server so cant imagine what its like 32 man
the map is to large and the chokepoints just to tight.
#  Jan 28, 2009 at 9:53 AM
Join Date:
Jan 27, 2009
Post Count:
8
 
bricksolid 89269
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Hello, thanks for looking at my map. It seems many people dont know this, but the glass is breakable at the first point. Also can you tell me where your framerate dropped and what your comp specs are?
#  Jan 28, 2009 at 11:25 AM
Join Date:
Nov 22, 2007
Post Count:
694
 
Soulsurvivor 80557
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Specialty: Pyro
Steam ID: sam_west03
GamerTag: soulsurvivor
Clan: {TF2F}
SquigMember
 
mm it wasent massive drops i cant remeber now. But irun and 8500 gt graphicss card and
a just stock Comp. i think it was in the untextered spawns i noticed anything tbh.

Also just a quick Q is this meant to be a proper pub map or is it just to muck about on nom-nom?
#  Jan 28, 2009 at 11:37 AM
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Jan 27, 2009
Post Count:
8
 
bricksolid 89269
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A proper pub map, Im not sure what you mean about nom-nom.
#  Jan 28, 2009 at 1:35 PM
Join Date:
Nov 22, 2007
Post Count:
694
 
Soulsurvivor 80557
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Specialty: Pyro
Steam ID: sam_west03
GamerTag: soulsurvivor
Clan: {TF2F}
SquigMember
 
o nom- nom is just a muckk around server.
Just to let you know if you want this to get any server rotation you do need to scale down the map size as it is just to big,
no offence but you will never find anyone and you would need to be a scout to get anywere quickly.
#  Jan 28, 2009 at 2:36 PM
Join Date:
May 29, 2008
Post Count:
2156
 
Specialty: Medic
Steam ID: jord3n
GamerTag: X...BAWX!!!
Clan: {TF2F}
SquigMember
 
Well I explored the map by myself earlier today and here is a brief summary of my opinions.

Good things:

 I like the concept of the map and the custom textures/objects or whatever they are called.  Overall, your map looks nice and I think it's visually appealing.  I didn't have any major frame drops, but I am running a computer with a 8800 GTS, 3ghz dual core cpu, and 8gb RAM (don't ask).

Problems:

I don't know if you intended it or not, but some areas of the map are very dark.  Now I know Half Life is like that, but in TF2 that can upset the flow of maps since there is no flashlight function and not being able to see enemies makes the game annoying, not challenging in my opinion.  Or, is that because you don't have the map optimized for high dynamic range?  Look into it.

I noticed there are areas where the player is required to crouch jump or just crouch as a primary means to get to certain areas.  The main example I have is right out of the gate on point one for offence.  You have to crouch to get into the vent tunnel.  I think you should be able to just walk down the ramp.  Being forced to crouch is another one of those things that slows down the pace of the game.

In general I felt the map was too large.  I ran though it as a scout on offence and I got annoyed with the seemingly long tunnels.  I know you were somewhat trying to recreate the Half Life experinece, but compact the map a little and get rid of some of the "unneccesary" parts of the game.  It felt like my travels between the points were artificially extended for the sake of scenery.  Like I said, long journey for scout makes for less fun with the other classes.

One more thing, either open up the tunnels or provide more alternate routes to here and there.  I can see this becoming a severe spamfest worse than dustbowl in some most spots.
#  Jan 28, 2009 at 4:27 PM
Join Date:
Jan 27, 2009
Post Count:
8
 
bricksolid 89269
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Hey,
Yes in the next version i will increase the amount of lights. I see what you mean about the jump crouch, I will see what I can do to make it better. I would of like for engineering to help with travel time, but when im playing it I dont see many building teleporters. Thus It seems I need to fix this. Can you tell me what parts you thought were unneccesary? Also can you tell me where do you believe it will be spam areas?
#  Jan 28, 2009 at 7:28 PM
Join Date:
May 29, 2008
Post Count:
2156
 
Specialty: Medic
Steam ID: jord3n
GamerTag: X...BAWX!!!
Clan: {TF2F}
SquigMember
 
Quote:
Originally Posted by bricksolid
Hey,
Yes in the next version i will increase the amount of lights. I see what you mean about the jump crouch, I will see what I can do to make it better. I would of like for engineering to help with travel time, but when im playing it I dont see many building teleporters. Thus It seems I need to fix this. Can you tell me what parts you thought were unneccesary? Also can you tell me where do you believe it will be spam areas?
I don't see any one area as unnecessary per se, but the travel time between points is way too long in my opinion.  Like I said, it seems more like site-seeing tour than a playable map to me.  I think if you maybe drew from the style of cp_steel a little more, with the points closer together, it would greatly improve it.  See if there is a creative way of combining all of the locales you have in a more condensed version.  Spam areas?  All of the tunnels.  I don't think it would take players all that long to realize that stickies and sentry farms would shut those down just like that.
#  Feb 14, 2009 at 2:51 PM
Join Date:
Jan 27, 2009
Post Count:
8
 
bricksolid 89269
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Hey, have a new version of the map up on fpsbanana. New link is posted in this post and original.fficeffice" />>>

> >

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> >

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>>

------>>

Changes in Version 1.1>>

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> >

Map Wide:>>

--Removed various sprites, prop_physics, prop_dynamics and point_spotlights to decrease ingame entity count. Sadly a lot of physical props and breakable crates had to go. Ingame entity count now seems to max with one player at around 1600.>>

--Intervals between rounds are now 60 seconds.>>

--Blue Team objective has changed slightly. Now the location of the Control Room is stated.>>

> >

Round 1:>>

--Rebuilt and widened the tunnel between Blue's train drop off area and the lobby. >>

--Added a second doorway to the lobby from the train room for blue.>>

--The vault door to the rock tunnel now opens and stays opened after Blue caps Data Link. This is to help show blue where to go next.>>

--Blue team no longer needs to jump to go over the dump truck after the vent. Blue can now run over the truck.>>

--Added two new signs, Data Link and Security Hub.>>

--Turns out the light generating entity for the hanging lights in the blue trainroom were stuck inside the prop. Fixed. Lighting is now correct in this area. >>

> >

Lockeroom:>>

--Rebuilt the orange hallway. This hallway now exits at door #24, the last door before the stairway to the Security Hub. Only Blue can use this hallway since some Red players went down this hallway and got lost at the start of the map. >>

--The main area ceiling no longer goes black when the player goes into the bathroom area.>>

> >

Data Link:>>

--The strength of the breakable windows has been decreased.>>

--Players no longer need to jump through the windows once they are broken. But to add some action stunts you still could.>>

--Made the middle beam of the windows non-solid.>>

--Players no longer get snagged on the computer props when jumping through the windows. This happened if a player jumped just right.>>

> >

Security Hub:>>

--Added healthpacks on stairway.>>

--Made the second level windows with a line of sight to the stairway unbreakable to stop massive spam fire by red.>>

--Added ceiling signs over the Gate 2 doors to LQ and Fuel. >>

--Within the SH, removed the support poles underneath the stairs next to the caged weapons. The stairway metal beams have been rebuilt and now fit together much better. >>

> >

> >

Round 2:>>

--Vault doors to the upperlevel 'candy cane' tunnels will now open for Red only. This is to stop blue from respawn camping Red and move battles towards the CPs.>>

--Removed the rotating alarm light graphic activated after engineering is capped within the tunnels. Now the alarm is a constant red light.>>

> >

Living Quarters:>>

--Entire area has been rebuilt. Playable area has been halved. Overall layout remains the same.>>

--Travel time from the respawns to this area has been decreased. >>

--Removed the mirrored second half of the top floor. >>

--Removed the back area behind the CP on the first floor. >>

--Moved the un-barricaded stairway closer to the middle.>>

--Removed the open apartments.>>

--Doubled the size of the CP capable area.>>

> >

Fuel:>>

--Engineers can no longer build devices on top of the fuel silos.>>

--Increased intensities of the all spotlights. The spotlights that pointed to the sides of the fuel silos now point towards the top center.>>

--Removed the fuel silo pit. Increased the lower floor area to fill in the gap.>>

--Added a simple beam network on the top floor.>>

> >

> >

Round 3:>>

--Blue team has a new respawn location! Blue now spawns in the Silo Maintenance room, the room with the Pyro suits. >>

--Removed the unused hallway. This was part of an older layout no longer in use.>>

--Doors to the Round 2 ‘Candy Cane’ tunnels no longer open for players coming from Round 3. This is to stop lost players from venturing back into Round 2 getting further lost.>>

--Added a bunch of blue arrow signs to make general paths to the control room more clear for blue.>>

> >

Silo Maintenance Room:>>

--This room is now blue team’s respawn room for round 3.>>

--Red can no longer enter this room.>>

--Added a primitive structure for another idea, but we scrapped it. This structure remains just to add something to the room for now.>>

--Removed some Pyro suits from the suit containers.>>

--Removed the lowest floor.>>

> >

ICBM Silo:>>

--Created a prototype beam network for going up between a few levels.>>

--Increase intensity of all spotlights.>>

--Added new caged red lights. >>

> >

Control Room:>>

--Decreased strength of breakable glass.>>

> >

http://www.fpsbanana.com/maps/80430


Copyright 2007-2008 All Rights Reserved

Team Fortress 2


2 Guys 1 Kill: {TF2F} FlyingPenguin - (102 kill assists)
Captures Blocked: Nimbli Bimbli - (26 captures blocked)
Dominator: {TF2F} Bitch Nasty - (25 dominations)
Flags Captured: Corporal Clegg - (11 flags captured)
Flags Defended: MechaEdd - (12 flags defended)
Physician Assisted Homicide: {TF2F}SME®BUI©K - (271 medic kill assists)
Points Captured: {TF2F}SME®BUI©K - (30 points captured)
Revenger: Count_Flakula - (10 revenges)
Spy Power: Chro - (19 objects killed as spy)
Ubercharger: {TF2F}SME®BUI©K - (89 ubercharges)
Axe Man: {TF2F} Ninja Dude - (18 kills with fireaxe)
Axtinguished: {TF2F} BOOSH Rizzilio - (81 kills with axtinguisher)
Batter Up!: soup! - (16 kills with bat)
Biggest Prick: Sam - ClutchKill.com - (8 kills with syringegun)
Blood Sucker: {TF2F}SME®BUI©K - (30 kills with blutsauger)
Broke Backburner: {TF2F} FlyingPenguin - (223 kills with backburner)
Can You Dig It?: {TF2F}.TüRb!NE. - (3 kills with shovel)
Doctor's Certificate: Maero - (16 kills with bonesaw)
Drunken Brawler: [???] Deviruchi - (4 kills with bottle)
Epic Defender: {TF2F} Spy - (9 kills with wrench)
Fire Spitter: {TF2F}blistering - (100 kills with flamethrower)
Flare Gunner: {TF2F} FlyingPenguin - (12 kills with flare gun)
Grenade Spammer: GeneralSheep - (47 kills with pipe)
Grey Matter: STar - (168 snipings as sniper)
Hadouken Master: Xandier - (1 kills with pyro taunt)
Hot Potato: {TF2F} BOOSH Rizzilio - (4 kills with rocket deflection)
I <3 Sasha: {TF2F} Bitch Nasty - (181 kills with minigun)
Knife Maniac: {TF2F} Dartagnan - (109 knifings)
Last Resort: [Ba-El] BoC - (26 kills with smg)
Manslayer: [FRGT] Klare - (10 kills with machete)
Master Fister: Maero - (3 kills with fists)
Peashooter Marksman: Corporal Clegg - (48 kills with scout pistol)
Pickle Squad Award: [NH]Pitt - (18 pickles man handled)
Rocket Scientist: [TF2F]Lancer - (217 kills with rocket)
Scatter Shot: Corporal Clegg - (147 kills with scattergun)
Sentrygun Master: Numenor - (142 kills with sentrygun)
Spam Blocker: {TF2F} BOOSH Rizzilio - (1 kills with pipe deflection)
Spy Checker: {TF2F} Fanlaen - (5 kills with pistol)
Sticky Explosion: {TF2F}Album - (105 kills with pipe remote)
Ubersawer: Psycholord - (27 kills with ubersaw)
Stats Refreshed 6/24/2008 5:00:03 AM CST
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