Hymn
01-12-2009, 12:31 AM
Hello Hymn again, this time with map suggestions for all and for all to post them.
cp_tower - This a fun little map for when the server pop drops to about 5 per team or less. it's two larger towers connected by a bridge with a cp at the top of each tower and one in the middle.
pl_halfacre_b2 - A fun little payload map with the Badwater dev-kit. It doesn't have tons of confusing side paths and is fairly straight forward. There are plently of little coves for engies and to take cover. It's a pretty well balanced map where Red has three different spawn points which vary as Blu pushes forward. Blu has either 2 or 3 spawn points as they move. Red does how ever get a big advantage at the final point as they can build sentries on an upper deck where spies are out of reach and need an ubered demoman to be destroyed.
cp_basement - This is a small and hectic 3 point cp map. In order to push forward Medics are required along with synced teamwork.
The last map I wanted to suggest is pretty nifty but sadly I can't remember it's name other than begining with an A. It's a cp/ctf map where blu has to take red's intel to the next point to move on. If red touchs their dropped intel it send it to the previous point where blu must pick it up again and carry it.
cp_tower - This a fun little map for when the server pop drops to about 5 per team or less. it's two larger towers connected by a bridge with a cp at the top of each tower and one in the middle.
pl_halfacre_b2 - A fun little payload map with the Badwater dev-kit. It doesn't have tons of confusing side paths and is fairly straight forward. There are plently of little coves for engies and to take cover. It's a pretty well balanced map where Red has three different spawn points which vary as Blu pushes forward. Blu has either 2 or 3 spawn points as they move. Red does how ever get a big advantage at the final point as they can build sentries on an upper deck where spies are out of reach and need an ubered demoman to be destroyed.
cp_basement - This is a small and hectic 3 point cp map. In order to push forward Medics are required along with synced teamwork.
The last map I wanted to suggest is pretty nifty but sadly I can't remember it's name other than begining with an A. It's a cp/ctf map where blu has to take red's intel to the next point to move on. If red touchs their dropped intel it send it to the previous point where blu must pick it up again and carry it.