Team Fortress 2

Team Fortress 2

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ctf_al_fresco
   
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Game Mode: Capture the Flag
File Size
Posted
1.060 MB
30 May, 2017 @ 3:09pm
1 Change Note ( view )

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ctf_al_fresco

Description
First version of my map CTF Al Fresco. Unlike the other official ctf maps, Al Fresco offers three flag spawn points per team, two spawns per team, and one capture point in the middle of the map. Most of the map is outside with trees as cover. Each end of the map has two large buildings with two smaller buildings in front and a small building in the middle that houses the capture point. There is also an underground flank behind the first flag's room. A complete download with a nav file can be found here: https://www.dropbox.com/s/k8ta88tqjjubuch/ctf_al_fresco.zip?dl=0 (if you choose to make your own nav file through nav_generate the bots will not be able to climb out of the underground passage and will likely get stuck in the 2nd spawn and rarely at the capping point. They will also get stuck trying to go through the one way doors.)

This map was initially made to combat the main problems most people have with ctf maps: Turtling, repetative movements, and spawn points too close to the intel. This map addresses turtling by denying buildings in the third intel room and giving most sentry spots sightlines from multiple areas. It addresses repetative movement by having three different intel spawns and it addresses the issue with spawn by moving spawn to an outside building once the team's first two flags are captured. The intel also has a shorter return time (10-20 seconds instead of 60) and picking up a dropped intel then dying does not reset the timer.

This map isn't complete as it lacks a propper skybox and some optimization points, but is otherwise complete and now requires testing for some balance issues (such as when the 2nd spawn becomes active, sizes and placements of ammo/health, size of underground flank, lack of or excessive cover (outside and inside), etc... Please leave suggestions and bugs in the comments or discussion page (No clue how the workshop works which is why I'm uploading without a proper skybox).
Popular Discussions View All (2)
1
2 Jun, 2017 @ 11:02pm
ju
盗号加q1659724
0
9 Jun, 2017 @ 12:34am
yukhh v/
盗号加q1659724
14 Comments
Danny 13 Mar, 2022 @ 4:12pm 
I've been play TF2 since it came out on Xbox 360 and I just wish JH was around back then to show them how to make the perfect map. This would have easily been included with release and been the de jure TF2 map instead of 2fort.
SCHRODINGERS BUSSY 8 Mar, 2022 @ 6:24am 
:gentleman:
Nopwoppers  [author] 7 Mar, 2022 @ 11:09pm 
:skul:
[FP] jh34ghu43gu  [author] 7 Mar, 2022 @ 10:10pm 
Update: Abandoned :skul:
Pixelpusher 6 Feb, 2022 @ 12:15pm 
whens this getting updates?
SCHRODINGERS BUSSY 13 May, 2021 @ 4:03pm 
Looking forward to updates
Dingus_official 18 May, 2018 @ 1:19pm 
I'm still following it :D
[FP] jh34ghu43gu  [author] 18 May, 2018 @ 12:43pm 
The mouse problem is fixed so I'll be working on this in and out randomly if anyone is still following it
Dingus_official 2 Mar, 2018 @ 1:45pm 
Thanks
[FP] jh34ghu43gu  [author] 27 Feb, 2018 @ 8:48pm 
Update: figured out how to get a skybox working, I don't know how but it works so I'm not complaining. Also figured out why I stopped trying, this new computer makes the cursor in hammer constantly move down while in the 3D window whenever the mouse is moved any direction. I'll keep looking for a fix but it's hard to do a lot of things with it.

Goals for the next map update in order of importance to me (nothing has changed yet):
Get rid of nasty all bright (I thought I got rid of it awhile ago but playing around looks like I didnt)
Skybox backbone (no details but something will be there)
Add some ammo/hp on the top of the buildings.
Add some more routes to the top of the buildings.
More props.


Thanks for any intrest anyone has in this map
Feedback is always welcome