Home Forums

Go Back   Focused Gaming > Game Discussion > Team Fortress 2 > TF2 Map Discussion

TF2 Map Discussion Talk about your favorite Team Fortress 2 maps, suggest new ones or petition to have your most hated map removed.

Reply
 
LinkBack Thread Tools Display Modes

cp_stag
Old 04-19-2008, 05:56 AM   #1 (permalink)
More Focused
 
Join Date: Dec 2007
Posts: 65
Vilepickle seems not to be totally full of crapVilepickle seems not to be totally full of crap
Default cp_stag

The final 1.0 version of CP_Stag has been released (updated from beta 4)! This fixes many issues with the map, including cramped corridors in the bases and adds many important visual cues. The full list of changes can be found at http://vilepickle.com/map/readmes/README_cp_stag.txt

Download:
http://vilepickle.com/map/cp_stag.7z (7zip)
http://vilepickle.com/map/cp_stag.zip (zip)

Screenshots:
http://vilepickle.com/map/screens/tf2_cp_stag

The links of the forums I post to are on my site at http://vilepickle.com/links.php
If you know someone who wants to be added to my list, let me know from my contact page.

You can always find up-to-date map releases from me at http://vilepickle.com/maps.php

Thanks. If you find a game-breaking issue with the map, let me know. I have tested it in many 6v6, 8v8, and pub scenarios, however, so no obtrusive technical issues should be present in this final version.
Vilepickle is offline   Reply With Quote

Old 04-19-2008, 07:26 PM   #2 (permalink)
Professional Crastinator
 
Beatnik's Avatar



 
Join Date: Sep 2007
Location: Austin, Texas
Posts: 1,294
Beatnik is contributing nicelyBeatnik is contributing nicelyBeatnik is contributing nicelyBeatnik is contributing nicelyBeatnik is contributing nicelyBeatnik is contributing nicely
Default

I'll get this loaded on to the server today.

EDIT: I'm having massive connectivity issues at the moment - if someone else can get this onto the server and map server, that'd be great. I've already updated the maplist but keep getting disconnected while uploading via FTP, and I'm heading out at the moment.

Thanks for the heads up, Vilepickle.
__________________

Beatnik is offline   Reply With Quote

Old 04-19-2008, 08:26 PM   #3 (permalink)
Frickin Laser Focused
 
icky's Avatar




 
Join Date: Sep 2007
Location: Happy place
Posts: 1,997
icky is just really niceicky is just really niceicky is just really niceicky is just really niceicky is just really niceicky is just really nice
Send a message via Yahoo to icky
Default

I'm on it!
icky is offline   Reply With Quote

Old 05-03-2008, 06:10 AM   #4 (permalink)
More Focused
 
Join Date: Jan 2008
Location: berkeley CA
Age: 21
Posts: 93
thundeer says some cool stuffthundeer says some cool stuff
Default

Updated thoughts on this map: very very easy to cap the 2/4th and last points one right after the other with a scout or a spy, because as the defense team it's too hard to get back to the last point all the way from the frontlines because usually you're fighting and holding back the enemy between your 2nd and 3rd point. It doesn't help that usually the scout/spy capping has flanked all the way behind so you don't see it coming. Maybe slow down the 2nd point cap time?

I love playing scout on this map, very open, very maneuverable, lots of chances for flanking. You can get anywhere as a scout (jump up to the 3rd level from outside, go downstairs and come up behind people, jump up the 2nd level from the 1st, etc).
thundeer is offline   Reply With Quote

Old 05-03-2008, 05:35 PM   #5 (permalink)
More Focused
 
Join Date: Dec 2007
Posts: 65
Vilepickle seems not to be totally full of crapVilepickle seems not to be totally full of crap
Default

Well, as with Granary and other maps of the sort, it's always smart to leave a defender or a sentry up to counter the flanking efforts of scouts.

The reason the CP4 cap time is lower is because it IS so easy to stop them from capping. Since the spawn is closer, people could come up from behind and get them off the CP immediately in previous versions. Now it's still easy to remove someone from the CP if they're around, but not quite so brutal for someone trying to cap.
Vilepickle is offline   Reply With Quote

Old 05-04-2008, 02:11 PM   #6 (permalink)
Well Focused

 
Join Date: Sep 2007
Posts: 238
Lyramion says some cool stuffLyramion says some cool stuffLyramion says some cool stuff
Default

I really like the interior design of this map. Lots of ways to go with a sexy multiple floor layout.



But the middle point is somehow flawed gameplay wise. It is just so totally and completly exposed and open. Often leads to endless battle around Point 2 without any serious hope of ever getting Point 3 back if you didnīt get it on the initial rush. Yeah I know some other maps are like this, too. But stag seems to draw it out endlessly some nights.

Needs some cover on the middle point or something.
Lyramion is offline   Reply With Quote

Old 05-04-2008, 07:50 PM   #7 (permalink)
More Focused
 
Join Date: Dec 2007
Posts: 65
Vilepickle seems not to be totally full of crapVilepickle seems not to be totally full of crap
Default

I can't really speak for public servers a lot, since the play varies so wildly from pub to pub, but I've seen the middle point go back and forth more often than stalemating there, ESPECIALLY in competitive games. I've found that going solo is recipe for disaster (as it should be), while pushing with multiple people via the sniper deck and with an uber makes it fairly easy to take the middle back. Certainly no more difficult than something like Granary, where there it's actually harder to get elevation on the middle and the middle is MUCH further away.

I've found that a lot of times it's just lack of a team effort that makes the middle hard to retake, which is a problem with all 5-pointers, sadly.
Vilepickle is offline   Reply With Quote

Old 05-04-2008, 08:57 PM   #8 (permalink)
Well Focused

 
Join Date: Sep 2007
Posts: 238
Lyramion says some cool stuffLyramion says some cool stuffLyramion says some cool stuff
Default

Granary doesnīt have the hugh line of sight for snipers. The point is bigger than on stag which prevents a single demoman from locking it down with stickies.
Lyramion is offline   Reply With Quote

Old 05-05-2008, 02:05 AM   #9 (permalink)
More Focused
 
Join Date: Dec 2007
Posts: 65
Vilepickle seems not to be totally full of crapVilepickle seems not to be totally full of crap
Default

The middle is definitely meant to be somewhat friendly to snipers.

And along with that, it SHOULDN'T be too hard to counter demomen on the center with the center being more open. There aren't a large amount of spaces for him to hide.
Vilepickle is offline   Reply With Quote

Old 05-05-2008, 06:26 PM   #10 (permalink)
Fueled By Bamboo
 
PANDAmonium's Avatar


 
Join Date: Mar 2008
Location: Earth
Posts: 827
PANDAmonium says some cool stuffPANDAmonium says some cool stuffPANDAmonium says some cool stuff
Default

To be honest, I've found that the left side hole on both sides, on the second floor, allows for much better shots as a sniper than being on the deck. You're somewhat covered from most bombardment, but you get a very easily lined up shot against people capping the 3rd point. Also, spies have a bit of a tougher time getting to you, ironically because they don't have the bonus of travelling through that underground area for a stretch of time (if they want to get to you faster anyway).

Still, spies have a field day.

I think, like goldrush, this is one of those rare maps where all 9 classes are allowed to shine. I've played sniper offensively before, and I got onto the 5th point, sniping from the left side (offensively) to the right side to get rid of defenders. It was pretty fun.
__________________


PANDAmonium is offline   Reply With Quote
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT. The time now is 01:12 AM.


vBulletin skins developed by: eXtremepixels
Powered by vBulletin® Version 3.7.2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Content Relevant URLs by vBSEO 3.2.0
| Home | Register | FAQ | Members List | Calendar | Today's Posts | Search | New Posts |