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pl_cranetop - a blast from the past

  • Cybris
  • September 16, 2008 at 8:52 AM
  • Cybris
    • September 16, 2008 at 8:52 AM
    • #1

    *** Update: pl_cranetop_b8 has been released! Get it from fpsbanana. ***

    A long time ago (in 1999) I created a TFC map called Cranetop. It was a very large Hunted map and I never was able to play it on a full server. I got some positive feedback, but soon TFC waned and many of us moved on. Until...

    In 2007 a -=Great Game=- was released - TF2. When Goldrush was released I started working on a Cranetop successor - now it's here. It's called pl_cranetop.

    Here is the map on FPS Banana:

    http://www.fpsbanana.com/maps/65823

    This is a three stage Payload map with a small twist: the payload is suspended from a crane and BLU must first capture the crane top. BLUE has three spawn exits in order not to get locked in, but the map gets progressively harder, especially during the second stage, which takes place in REDs underground bunker.

    Here are some comparision screenshots:

    [Blocked Image: http://www.onlinequilt.net/images/cranetop/thm_149845.jpg] [Blocked Image: http://www.onlinequilt.net/images/cranetop/thm_149809.jpg]

    [Blocked Image: http://www.onlinequilt.net/images/cranetop/thm_149846.jpg] [Blocked Image: http://www.onlinequilt.net/images/cranetop/thm_149810.jpg]

    [Blocked Image: http://www.onlinequilt.net/images/cranetop/thm_149847.jpg] [Blocked Image: http://www.onlinequilt.net/images/cranetop/thm_149811.jpg]

    [Blocked Image: http://www.onlinequilt.net/images/cranetop/thm_149848.jpg] [Blocked Image: http://www.onlinequilt.net/images/cranetop/thm_149812.jpg]

    [Blocked Image: http://www.onlinequilt.net/images/cranetop/thm_149849.jpg] [Blocked Image: http://www.onlinequilt.net/images/cranetop/thm_149813.jpg]

    There are numerous modifications from the original (which you can find here: http://www.fpsbanana.com/maps/65821). TF2 has no ladders and no Hunted game mode, and on top of that I had to decompile my old map because I'd lost the map file. So this is a complete reconstruction, brush for brush, and then twisted and stirred and modified for the TF2 style. Enjoy!

  • e-freak
    • September 16, 2008 at 10:17 AM
    • #2

    this looks totally cool. also nice job on adapting the TF2-look!

  • Freak
    • September 16, 2008 at 11:34 AM
    • #3

    that really looks quite nice!

  • Jenn0_Bing
    • September 16, 2008 at 11:46 AM
    • #4

    I really dig the look of the map, nice work moulding the TF2 content to a new environment.

  • m8nkey
    • September 17, 2008 at 12:38 AM
    • #5

    looks damn impressive. i'll definately check it out.

  • Josch
    • September 19, 2008 at 2:44 PM
    • #6

    looks pretty good

  • Cybris
    • November 14, 2008 at 9:14 AM
    • #7

    pl_cranetop_b4 has been released!

    Download the latest version from fpsbanana

    Enjoy!

    The changelog:

    -- Beta 4 --

    Added a third stage

    Added a mission briefing with text and screenshots

    Added in-game instructions on crane operation via chalk boards

    Lowered spawn times except on last CPs of the stages

    Redesigned and enlarged back entrance room and back door to stage 2

    Enlarged small steps in the entrance hall at CP 6

    Enlarged small sewers at stage 2 RED spawn and added more signage

    Enlarged RED spawn exit area on stage 1 and added some detail and a wall

    Slightly moved stage 1 tracks so players can get between the cart and RED spawn

    Added even more clips to doors, stairs and railings

    Fixed getting stuck below the warehouse

    Fixed dead end sewer pipes not being black

    Fixed more occurences of getting stuck when being pushed by the payload

    Changed some stairs to props

    Made a number of optical changes

  • Freak
    • November 14, 2008 at 1:22 PM
    • #8

    I can´t start a server with it 8|

    [Blocked Image: http://xs133.xs.to/xs133/08465/unbenannt422.jpg.xs.jpg]

  • Cybris
    • November 14, 2008 at 1:30 PM
    • #9

    Sorry, I'm recompiling right now. Dedicated servers crash with this error because of an engine limitation that doesn't occur with local listen servers.

    This is caused by having too many entities (there is a stupid 4096 entity dictionary limit). The command line option -num_edicts 8192 _may_ solve the problem, but I'll just reduce the number of entities, recompile, and upload another version. I'm very sorry for the inconvenience - if only the dedicated server behaved identically to the listen server, this would've been caught much earlier (read: it's Valve's fault. And mine, for not testing on a dedicated server)

    I have deleted a few hundred entities (mostly light_glow, props, and detail brushes).

    I've installed the TF2 dedicated server and will test the map thoroughly. I will spawn some bots and have them flip out, but wether the map will accomodate 32 players in a real game, I cannot say after trying it on a live server.

  • Cybris
    • November 14, 2008 at 11:32 PM
    • #10

    The compile is done, I've tested and uploaded B5. Enjoy!

  • Freak
    • November 15, 2008 at 9:49 AM
    • #11

    okay, tested it

    It´s really awesome, I guess it´ll be one of the best tf2 maps gameplaywise.

    The only thing i dislike is the outside area, 3d-skybox etc, it looks too boring, just some displacement hills...

  • Cybris
    • November 15, 2008 at 11:47 AM
    • #12
    Quote from Freak

    okay, tested it It´s really awesome, I guess it´ll be one of the best tf2 maps gameplaywise.

    The only thing i dislike is the outside area, 3d-skybox etc, it looks too boring, just some displacement hills...

    Thanks for liking it!

    Yes, the skybox is a bit bland. I hadn't really groked displacements when I did it (in May), and although I've been adding to it, I had to delete a lot of stuff in the current version because of the edict restrictions. Most stock skybox buildings are crap, and if you need anything good looking, you have to build it yourself and func_detail it. TF2 Skyboxes generally need a lot of work to look good, and most players don't even see them.

    I hope the gameplay makes up for the crappy skybox in this and future revisions of the map.

  • Cybris
    • November 27, 2008 at 3:59 PM
    • #13

    Update: pl_cranetop_b6 has been released!

    Changelog:

    -- Beta 6 --

    Rotated the rocket tower and shortened stage 3 track

    Enlarged the fenced area in the volcano

    Readded steps to the upper ramp in stage 3 rocket dome

    Reconstructed the upper stage 3 right side room with more cover

    Added a room and two small tunnels to stage 3, deleted dropdown vent

    Added another CP to stage 3 - it's fake (8 is max), but works mostly like a real one

    Added more cover to stage 3 volcano dome side entrances

    Moved the BLU blackboard so that it actually gets read

    Fixed a faulty one-way door and added "Dead end" signs in stage 3

    Fixed getting stuck on the cart at the switch to the monorail

    Fixed invisible stairs being solid in stage 2 sewers

    Fixed faulty stairs in stage 1 wooden warehouse

    Fixed a small spot from where you could jump over the RED spawn wall

    Converted some func_details to displacements or world brushes to free entities

  • Cybris
    • December 16, 2008 at 2:52 PM
    • #14

    I'm still working on b7, but in the meantime I have released a new map: arena_cranetop. You can download it here: http://www.fpsbanana.com/maps/73917

  • Cybris
    • January 15, 2009 at 2:46 PM
    • #15

    *** Update: pl_cranetop_b7 has been released! Get it from fpsbanana. ***

    -- Beta 7 --

    Fixed grayscale display on map restart after stage 3 BLU win

    Fixed the cart moving backwards too fast

    Allowed more time for the server to change carts to eliminate the floating bomb bug

    Moved stage 2 last cp a bit. Should be easier to capture now

    Added entrances to stage 2 last cp room from the air vent area

    Deleted the electric transformer room in stage 3 because the route was redundant

    Deleted a redundant entrace to stage 3 from the BLU side

    Slightly shortened the stage 3 mining tunnel

    Added a bit of cover to RED spawn 3 so not everyone gets sniped when exiting the spawn room

    Changed the area under the rocket room a bit, providing some space to hide spies or teleporters

    For visual feedback the monorail cart is now destroyed when the crane picks up the bomb

    Lots of performance improvements for the last room

  • Cybris
    • January 31, 2009 at 10:21 PM
    • #16

    *** Update: pl_cranetop_b8 has been released! Get it from fpsbanana. ***

    -- Beta 8 --

    Fixed grayscale issue by deleting the color correction entity

    Fixed monorail cart passing over ducked players

    Fixed getting stuck on the large girders in stage 3

    Fixed some bad displacements

    Fixed getting stuck behind the barrels in the round room in stage 2

    Fixed a hole in the upper floor of stage 3

    Fixed the custom chalkboard texture showing up in other maps

    Added small side rooms at stage 2 cap 2 to defuse that chokepoint

    Added a small tunnel between stage 3 rocket room and the upstairs area

    Added a bit more cover from snipers in stage 3

    Remade the stairs that lead to the rocket tower

    Used a different cart switching method for stage 3

    More performance improvements for stage 3

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