Team Fortress 2

Team Fortress 2

50 betyg
cp_luna a1
   
Utmärkelse
Favorit
Favoritmarkerad
Avfavoritmarkerad
Spelläge: Control Point
Filstorlek
Lades upp
Uppdaterades
2.024 MB
13 apr, 2019 @ 12:19
29 jul, 2020 @ 16:24
1 ändringsnotis ( visa )

Abonnera för att ladda ner
cp_luna a1

Beskrivning
first alpha build of my 5cp map Luna. the basic idea is to try to make attacking easier and defending harder
9 kommentarer
Library of Alexandria 6 jul, 2019 @ 21:20 
this looks great ngl. Maybe go with a spaceport vibe?
mr_grenadier 20 apr, 2019 @ 12:12 
dude luna means moon in every romance language
12 eridium 19 apr, 2019 @ 20:54 
a russian/soviet moonbase? (i mean luna is moon in russian)
spaceboots  [skapare] 16 apr, 2019 @ 6:32 
I don't know what style it'll be in, perhaps some coalplant/foundry vibes but I'm not sure. Just experimenting with gameplay stuff for now, detailing will come later down the line.
FurrDazzler 16 apr, 2019 @ 0:23 
looks sick man, this is gonna be big in the future i think, any idea as to what style the maps gonna be in? or just blocking it out atm, balancing etc?
zach 15 apr, 2019 @ 16:09 
Im recording a review, commentary on it with a friend>
spaceboots  [skapare] 15 apr, 2019 @ 16:06 
Also, the jump up to middle point will definitely be made easier, that was meant to be difficult but it's just frustrating instead because it's hard to hit the jump to the top level of the box without airstrafing.
spaceboots  [skapare] 15 apr, 2019 @ 16:04 
I did have my concerns with the second point; I want to figure out a way to make the point holdable, but only with an aggressive forward hold. Some high ground on the other side of the wall that the defending team's classes can take advantage of, or possibly even simply allowing heavies to jump from the balcony to the wall. The idea with the ramp was that because pushing through house is a long route with lots of corners to get spammed out from, rewarding a team who managed to push through that side of the map with an easier capture was good. But looking at it now, the advantage is probably too big, and perhaps giving non-jumping classes on the defending team a way to fight back against enemies who manage to take ramp is needed. And I'm considering adding a balcony above the big door on 2nd leading to an upper lobby area to throw the defenders a bone as well and hopefully prevent the team who wins mid from rolling to last too easily.
zach 15 apr, 2019 @ 6:10 
I like the map, so much in fact I'm trying to get it to run on a server of mine. I do have a few issues.
The 2nd point for each team just seems like there's no real place or way to defend it. The enemy has high ground and barriers while the defending team has next to nothing.

The middle point is difficult for heavies to get onto the capture point. This may have been intended, but it's too time consuming.

Otherwise, I like the map. I get that you want attacking to be easier and defending to be harder, but it then just feels like a race to get to the middle point first, as they'll have an advantage.