Team Fortress 2

Team Fortress 2

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Cp_Holdout
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Otros: Night, Summer
Modo de juego: Attack / Defense
Tamaño
Publicado el
Actualizado el
25.990 MB
26 MAR a las 13:34
12 MAY a las 3:15
5 notas sobre cambios ( ver )

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Cp_Holdout

Descripción
Version b2b:
b2b - additional balance and tweaks from feedback.
b2 - Rebalanced to work as an AD/CP map better.

Cp_Holdout is a 3 point, attack & defend map similar to Gravelpit.
Discusiones populares Ver todo (1)
0
28 MAR a las 9:56
[US-West] Server hosting this map
AlphaBlaster
12 comentarios
you ever shit or fart? 19 ABR a las 3:43 
THANK YOU FOR UPDATING STEEL IN THE GAME IT WAS THE FIRST TIME I SAW D GET DEFENDED THANK YOU IT WAS SUCH A FUN MATCH
Fishbus  [autor] 19 ABR a las 3:28 
This is still in beta and in flux, so there's no summer tag yet. I will once I do some more fixes to it.
MasKara 14 ABR a las 17:04 
summer tag?
@ your service 1 ABR a las 6:30 
This is so nostalgic! Almost exactly like how CTF was played in older TF games:
Rushers vs Campers.
Blue would throw themselves at the flag and bring it back while Red would score "hidden points" for every minute they prevented Blue.


I hope future versions of this map get the security panel that is either a requirement to access the flag for a short time or just make it easier to escape with.
It would probably not be that hard to make or for players to understand since its basically like how Degroot Keep works.

If only the fast movement and jump strats could be recreated in Vscript.

I pray this will get officially added in a "anniversary event" or something.
Jameson "LeFou" Z 30 MAR a las 14:07 
Man I love Haarp, I wish this gets added for summer
Fishbus  [autor] 29 MAR a las 10:24 
Yep, well that’s something to test
rbstat 29 MAR a las 10:20 
Increasing the spawn times after every cap or every 3 caps seems like a bad idea just on the face of it. Like it would begin to feel like arena mode after a while. :stress::stress::stress:
Fishbus  [autor] 29 MAR a las 9:25 
It's more like A/D scoring where the most caps after each round is the true 'winner'

Blue get 30s per cap, but ultimately the spawn time goes up each time as well to counter this.

Times will be adjusted according to playtests and feedback
rbstat 29 MAR a las 8:32 
sorry had to split that into two comments XP
rbstat 29 MAR a las 8:31 
If i were you I would have simply made blue win when they cap the last intel. But if you really want to keep the idea of capping as many intel as possible. I would just make a fixed 10 or 15 minute round with no way to add time. The longer time allows blue to push thru red's defences, but also lets red set them back up again. Which works better for attack/defend style gamemodes like this!