Difference between revisions of "Stockpile"
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[http://forums.tf2maps.net/downloads.php?do=file&id=3603 TF2maps.com]}} | [http://forums.tf2maps.net/downloads.php?do=file&id=3603 TF2maps.com]}} | ||
− | '''Stockpile''' is a community-made [[Capture the Flag]] map created for [[TF2Maps.net]]'s [[Competitive CTF Contest]]. It placed 7th overall with 70 points. | + | '''Stockpile''' is a community-made [[Capture the Flag]] map created for [[TF2Maps.net]]'s [[Competitive CTF Contest]]. It placed 7th overall with 70 points. Two similar bases are placed on opposite sides of the map, seperated by a row of buildings and courtyards. Paths through these buildings are the positions where combat usually occurs. |
To win, your team must capture the opposing team's [[Intelligence]] continuously until you reach the game's capture limit (default limit is 3) while preventing the enemy from achieving the same. | To win, your team must capture the opposing team's [[Intelligence]] continuously until you reach the game's capture limit (default limit is 3) while preventing the enemy from achieving the same. |
Revision as of 03:25, 3 September 2011
“You are so small! Is funny to me!” This article is a stub. As such, it is not complete. You can help Team Fortress Wiki by expanding it. |
Stockpile | |
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Basic Information | |
Developer(s): | Unknown |
Map Overview | |
Stockpile is a community-made Capture the Flag map created for TF2Maps.net's Competitive CTF Contest. It placed 7th overall with 70 points. Two similar bases are placed on opposite sides of the map, seperated by a row of buildings and courtyards. Paths through these buildings are the positions where combat usually occurs.
To win, your team must capture the opposing team's Intelligence continuously until you reach the game's capture limit (default limit is 3) while preventing the enemy from achieving the same.
Locations
Courtyard. A location to which conduct exits from each base. Here to be the Intelligence.
External court yard. The symmetric external court yard, is enough big. In the middle there is a small house.
Screenshots
Changelog
05/07/2010: B2:
-Removed big door at the side of the intel area -Made a lot of brushes func detail -Improved optimization -Several lightning fixes and playerclipping fixes -Moved health+ammo at intel to the kinda useless sideroute behind a container in the intel area -...
05/05/2010: B1a:
-Fixed HDR and cubemaps not working properly
05/05/2010: B1:
-Several detailing bugfixes over the whole map -Did put the boxes at the middle back so classes without special jumping abilities can also get on the middle building
Have fun!
02/05/2010r: A11:
-Changed healthpacks at battlements -Changed boxes at mid so you can't get up the middle building anymore if you don't have special jump abilities -Changed the way to get on the pipe in the intel area -Detailled full map -Added 3D skybox -..and much bugfixes
Additional links
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