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.
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'''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

Stockpile
Stockpile main.jpg
Basic Information
Developer(s): Unknown
Map Overview
Stockpile overview.png

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

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