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_gydan

  • andysss456
  • November 1, 2008 at 11:01 PM
  • andysss456
    • November 1, 2008 at 11:01 PM
    • #1

    Hello everyone. I have been working on this map for about four and a half months now. Here it is:

    cp_gydan

    Current Version: Final Version

    Map Type: Control Point / Attack and Defend / One Stage

    Recommended Players: 12-24

    Compile Time: 16 Minutes 31 Seconds

    BSP – 35 Seconds

    VIS – 1 Minute 33 Seconds

    RAD (LDR) – 7 Minutes 2 Seconds

    RAD (HDR) – 7 Minutes 13 Seconds

    Final change log:

    - Added nodraw brushes in front of the blue gates to prevent shots being fired through before the round starts.

    - General cosmetic additions such as lighting, models, etc.

    - Added playerclips to prevent certain get under the map exploits.

    - Changed the gate from D to A so that it kills anyone who tries to stand in the way and keep it open.

    - Widened some doors to make it easier to move through.

    - Added areaportals and occluders in an attempt to fix fps lowering areas.

    http://image.fpsbanana.com/ss/maps/170303.jpg

    http://image.fpsbanana.com/ss/maps/170305.jpg

    http://image.fpsbanana.com/ss/maps/170306.jpg

    http://image.fpsbanana.com/ss/maps/170307.jpg

    Here is the fpsbanana download of the final: http://www.fpsbanana.com/maps/74460

    ======================

    Beta 1 Change Log

    - Altered spawn times: starts at 7 blue - 11 red. When A is capped 7 blue – 10 red, C is capped 6 blue – 9 red.

    - Added gates to the blue tunnels to prevent rocket spam and spawn camping the tunnel.

    - No longer able to build stuff on the edge of the cliff face in order to stop griefer engies from building teleporters and having people jump off.

    - General cosmetic additions such as lighting, models, wires, and brushes.

    - Stopped sentries from being able to shoot through the two trees that are in the play area.

    - Added a second exit for the blue forward spawn.

    - Added a sniper spot facing toward C (in the building that leads to the B bridge).

    - Added nobuild in certain areas, to prevent unfair advantages for red (mainly the blue tunnel).

    - Cut out a window so there is another exit into C.

    http://image.fpsbanana.com/ss/maps/161242.jpg

    http://image.fpsbanana.com/ss/maps/161244.jpg

    http://image.fpsbanana.com/ss/maps/161245.jpg

    http://image.fpsbanana.com/ss/maps/161247.jpg

  • andysss456
    • November 16, 2008 at 10:47 PM
    • #2

    Comments please, 140+ views and no posts?

  • Freak
    • November 17, 2008 at 1:11 PM
    • #3
    Quote from andysss456

    Comments please, 140+ views and no posts?

    ah i saw it on interlopers looks good, i like the roofs, only thing is the emptyness along the paths..

  • Spellbinder
    • November 17, 2008 at 10:25 PM
    • #4

    140+? First time i saw this post today and i visit every hour or so. Anyway people here are lazy, including me, i bet if you showed the pictures inside your post you get more respons, Just a guess though. I watched the first picture and it looked cool. but then again i don't know anything about mapping or TF2.

  • andysss456
    • November 18, 2008 at 10:46 PM
    • #5

    The pictures are one click away, are people really that lazy?

  • Minos
    • November 18, 2008 at 11:01 PM
    • #6
    Quote from andysss456

    are people really that lazy?

    Yes.

  • Spellbinder
    • November 18, 2008 at 11:31 PM
    • #7
    Quote from andysss456

    The pictures are one click away, are people really that lazy?

    Yes.

  • Skjalg
    • November 19, 2008 at 8:52 AM
    • #8

    gotta agree with the majority here and say yes.

  • andysss456
    • November 20, 2008 at 9:37 PM
    • #9

    That's fantastic, now maybe the last three of you could actually post something about the map, it would really help out.

  • m8nkey
    • November 21, 2008 at 7:33 AM
    • #10

    Looks like a solid start. I'll checkit out when I have a chance.

    Also, I agree with everyone else, I hate links to external image hosting (particularly fucking imageshack). If you include images directly in your post, it's convenient and it allows the screens to be easily compared with one another. You can actually upload your images and imbed them in your post directly so they aren't reliant on outside hosting.

  • andysss456
    • December 22, 2008 at 6:14 AM
    • #11

    Final change log:

    - Added nodraw brushes in front of the blue gates to prevent shots being fired through before the round starts.

    - General cosmetic additions such as lighting, models, etc.

    - Added playerclips to prevent certain get under the map exploits.

    - Changed the gate from D to A so that it kills anyone who tries to stand in the way and keep it open.

    - Widened some doors to make it easier to move through.

    - Added areaportals and occluders in an attempt to fix fps lowering areas.

    http://image.fpsbanana.com/ss/maps/170303.jpg

    http://image.fpsbanana.com/ss/maps/170305.jpg

    http://image.fpsbanana.com/ss/maps/170306.jpg

    http://image.fpsbanana.com/ss/maps/170307.jpg

    Here is the fpsbanana download of the final: http://www.fpsbanana.com/maps/74460

  • dux
    • December 22, 2008 at 2:24 PM
    • #12

    There. I've done it for you. Consider this a very important part of map presentation. Look at all the replies above, yet you still didn't do it. It's a good looking map. Don't hide it away behind links no one will ever click.

    [Blocked Image: http://image.fpsbanana.com/ss/maps/170303.jpg]

    [Blocked Image: http://image.fpsbanana.com/ss/maps/170305.jpg]

    [Blocked Image: http://image.fpsbanana.com/ss/maps/170306.jpg]

    [Blocked Image: http://image.fpsbanana.com/ss/maps/170307.jpg]

  • andysss456
    • December 22, 2008 at 7:58 PM
    • #13

    I appreciate the help there dux, i overlooked it i suppose. It's been a long couple of days, i guess i'm not as alert as i should be. Thanks again for that.

  • Freak
    • December 23, 2008 at 8:12 AM
    • #14

    The map looks pretty good yes, the only thing that hits my eyes is the white roof in the second screenshot...

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™