-
04-19-2008, 08:10 PM #1
- Join Date
- Mar 2008
- Posts
- 6
cp_warpath2
Ive updated Warpath to Warpath2. I used two 24/7 Warpath communities to do the playtesting for this version and its been a 2 month process. Its a good version.
Changelog:
- retextured
- spawn rooms are locked unless you are on that specific spawnroom
- health kits and ammo packs distributed through out the map to counter the Valve updates and to help map flow
- Added a little cover in the middle of the map to help gameflow in that specific area
- added 2 ladders near cp 2 and 4 to stop that area slowing the gameplay down. Ladders help both offense and defensive in those areas
- added ambient sounds throughout the map
- fixed cp2 and cp4 building lights, brushwork, and other various small issues
- timer set to 30 minutes and each cap will award 2 minutes additional time
- added nobuild areas to the tops of all cp buildings, you can still build on cp2 and 4 along the ledges (if you can get up there)
- spawn timers adjusted to 5 seconds instead of instant to help teams move forward
many other fixes, too many to actually remember
Included with the release is the info.txt and the english.txt and .res file is a server admin wants to use it
Seems I cant post pics or a download link of the map here yet. Head to fpsbanana and the map will be there with screenshots.
-
04-19-2008, 09:09 PM #2
Re: cp_warpath2
I think it's silly to not allow people to build on CP2 and 4. It takes a long time, and the other team can easily destroy it. Not to mention that it causes your team to shift their thinking towards defense, which usually means defeat on war"hawk". That being said, it can take down an offensive rush fairly effectively if SG's aren't destroyed beforehand.
-
04-19-2008, 11:44 PM #3
Re: cp_warpath2
-
04-20-2008, 12:47 AM #4
Re: cp_warpath2
I would rather not change something unless it's less-than-satisfactory. The rest of the changes sound great, but I am curious why the build area was taken out.
-
04-20-2008, 11:41 AM #5
- Join Date
- Mar 2008
- Posts
- 6
Re: cp_warpath2
You can still build up there, just not in the back corner.
-
04-20-2008, 01:27 PM #6
Re: cp_warpath2
Ah, so it makes it possible to destroy the teleporter without a good demoman? Alright, I'm cool with that.
-
04-20-2008, 02:26 PM #7
-
04-20-2008, 05:20 PM #8
Re: cp_warpath2
-
04-20-2008, 08:46 PM #9
Re: cp_warpath2
Wouldn't that require me to be in the playtesting?
Fish #641: Exploiting your map in '08. Vote Fish!
-
05-01-2008, 04:09 PM #10
Re: cp_warpath2
I've updated the server copy of warpath to warpath2, but I'm waiting to replace it in the mapcycle. We need to test it.
-
05-01-2008, 04:28 PM #11
Re: cp_warpath2
Speaking of mapcycle, I posted the one I developed based on population trends and votes cast by the regs... never heard if anyone even looked at it, moreless considered it...



-
05-08-2008, 01:00 PM #12
Re: cp_warpath2
I've had a few rounds on this one and I have to say it is excellent. It has a lot of great improvements over the last version.
-
05-16-2008, 07:53 AM #13
Re: cp_warpath2
-
05-21-2008, 07:20 PM #14
Re: cp_warpath2
Warpath Final is out played a couple round on a pub. Basically everything looks nicer and they've added a roof to the bridge similar to 2fort. I can't find it on fpsbanana.
Here is a wegame video of the map: http://www.wegame.com/watch/TF2_Medi...krieg_Ubersaw/
-
05-25-2008, 01:07 AM #15
- Join Date
- Mar 2008
- Posts
- 6
Re: cp_warpath2
warpath final is not an update to my map. Someone decomped mine and through all that junk in it.
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)



Reply With Quote






Bookmarks