1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

[TF2] CP_Great_Heights

  • tofu
  • September 11, 2008 at 2:29 AM
  • tofu
    • September 11, 2008 at 2:29 AM
    • #1

    CP_Great_Heights

    by toutfou

    Some of you may have seen some screenshots of mine in the WIP in WIP thread. Although I'm still quite fond of the old version - I decided to start from scratch a couple of weeks ago.

    CP_Great_Heights is a one round, CP map. Setup in Gravel Pit fashion with 2 primary CP's to capture before the last. As the name implies, it's an uphill battle for Blu from the very beginning, but to alleviate that uphill march, there are some bonuses awarded to them for capturing A and B!

    [Blocked Image: http://www.isforkris.com/great_heights/cp_great_heights001.jpg]

    [Blocked Image: http://www.isforkris.com/great_heights/cp_great_heights002.jpg]

  • The Horse Strangler
    • September 11, 2008 at 3:43 AM
    • #2

    Whoa dude that HDR and color Correction is wicked!

  • e-freak
    • September 11, 2008 at 1:37 PM
    • #3

    looks like a badass vertical assault

  • Tarky
    • September 12, 2008 at 8:38 AM
    • #4

    Definitely liking the vertical stuff.

    Not sure what your layout is like, but it'd be cool to see some scaffolding and stuff hanging off the sides of those cliffs, just to add to that whole feeling of "you gotta watch your back, top, front, sides, bottom" etc.

  • tofu
    • September 12, 2008 at 10:17 AM
    • #5

    Thanks for the feedback fellas!

    Quote from MrTwoVideoCards

    Whoa dude that HDR and color Correction is wicked!

    Cheers! But no colour correction just yet I just used a different hue for the Sun, instead of the light orange/yellows in most original tf setups.

    There isn't much in the way of scaffolds so to speak, but the big rock arch will have some stairway scaffold support when I get to detailing. I also added one mini rock/step path to one area and it came out really well - so I'll look at adding a few more of those once I work on the main 'stump' deformations.

    I noticed you're from Aus, if anyone else is, I've rented a server for playtests - the first one starts tomorrow, so if you're interested, add me to steam!

  • arhurt
    • September 12, 2008 at 2:57 PM
    • #6

    Very nice design dude. Teleporters are going to be a must so be sure to include a few safe spots to hide one, those heavies will be crying like babies for some help, I like it

  • tofu
    • September 12, 2008 at 3:11 PM
    • #7
    Quote from arhurt

    Very nice design dude. Teleporters are going to be a must so be sure to include a few safe spots to hide one, those heavies will be crying like babies for some help, I like it

    Cheers, funny you should mention the TP's They're the bonuses rewarded for capturing A & B! (indestructible)

  • arhurt
    • September 12, 2008 at 3:34 PM
    • #8

    Nice! I don't know how you are implementing them, but make sure the entrances and exits are set inside some kind of respawn room (as in a room where only your tem can enter) to prevent sticky bomb and sniper camping on the exits.

    Also make them less than optimal so an engineer can still be useful with teleports of his own

  • tofu
    • September 13, 2008 at 9:05 AM
    • #9
    Quote from arhurt

    Nice! I don't know how you are implementing them, but make sure the entrances and exits are set inside some kind of respawn room (as in a room where only your tem can enter) to prevent sticky bomb and sniper camping on the exits.Also make them less than optimal so an engineer can still be useful with teleports of his own

    Yeah that's all been taken care of Engies are permitted to build their entrances inside the safe zone as well, so only their exits are sappable. Whilst that's a bit unfair to spies, the map itself doesn't play much in the offensive engie's favour - we'll see how it pans out over the playtests.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™