Cloudburst
From Team Fortress Wiki
| Cloudburst | |
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| Basic Information | |
| Map Type: | Capture the Flag |
| File Name: | ctf_cloudburst_b4
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| Version: | Beta 4 |
| Developer(s): | Aly |
| Download Link: | TF2Maps.net |
Cloudburst is a community-made Capture the Flag map created for the TF2Maps.net Competitive CTF Contest. It placed 5th overall with 73 points, tying it with Wiretap.
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.
Contents |
Locations
- Battlements: Each team shares a battlements on the right of mid.
- Cabin: This is the building to the left of the Intelligence hut. The cabin has a set of stairs that go towards the balcony that connects the cabin with the Intelligence room.
- Cave: This cave covers the whole of mid. The left entrances are be reach through lobby although there are two entrances towards the right side.
- Intelligence: This is located within the 1st floor of the hut to the right of spawn.
- Lobby: The building in front of river, it has two side entrances and offers itself as the left entrance to mid.
- Mid: Refers to the middle of the map. This is where a majority of fighting occurs. The central pillar has an elevated platform.
- River: A frozen river that runs in front of the railway track.
Changelog
Changelog:
B4:
- Lightmap optimized, shaved a hefty 4mb off the filesize! >.>
- Fixed various clipping issues
- Made some shadows sexier
- General polishes
- Clipping and Solidity fixes (Thanks owl!)
B3:
- Added some more ammo into the mid
- Fixed various clipping and solidity issues
- Changed a boring cliffface into something more interesting on both sides
- Changed HDR values so they don't blind you
- Added some boxes for cover on the ledges
- Removed logs in intel room to disable an op sentry spot
B2:
- Moved the carts away from the building
- Clipping and Solidity issues
- Visual improvements, mainly the cliffs
B1A:
- Fixed HDR lighting in cave
- Fixed areaportals causing skybox to be shown on the spawn doors
- Removed train car that wasn't very useful
- widened the bridge
B1: (Unreleased to public because of the problems that were fixed in b1a)
- Beta!
- Many clipping fixes
- Added some more 3D skybox like rotating clouds and trees
A12A:
- Nothing. I had to save the file as something so _a12.vmf was the backup.
A12:
- Displaced mid area
- Fixed some clipping
- Added some clipping so you don't get stuck
- Added a 3D skybox
A11:
- Detailed all the buildings
- Detailed various areas
- Added some tf2maps.net posters
- Fixed some clipping problems including:
- Log ramp
- Displacement lump outside of intel room
- Added some cover via detailing
- Added another window into the intel room
- Fixed spectator cameras
- Optimized some with various hint blocks, though I doubt they'll have much of an effect
- Removed touch return, many people didn't like it including myself, it just made the intel too hard to cap.
A10:
- Quick fix because the intels weren't working.
A9:
- Moved in cliffs and moved a path for tighter gameplay
- Lowered ice
- Added another way into the intel
- Implemented touch return
- Added some more cover and sightline breakers to mid
A8:
- Made some changes to mid to make it neater as well as play better
- Clipped the top of the tunnel so soldiers/demos cant camp on top
- Cubemap improvements (Seams on the ice, mostly)
A7:
- Finalized new middle.
- Moved some health packs and ammo packs around in mid.
- Added two logs as a ramp up to the ledge
- Textured spawn room...sort of
- Fixed some optimization issues
- Moved train cars apart a bit for easier access
- Fixed some clips
- etc
A6:
- Test for new mid, unreleased to public
A5:
- Made the ledges on the side a bit more interesting.
- Added some wooden ramps and decks in the middle building.
- Optimized some more
- Added a few more windows
- Added glass in the windows above intel
- Fixed some clipping issues
- Moved some health packs to make the flow better
A4:
- Took out cliff. It was too chokepointy and unfun.
- Optimized a lot with areaportals and hints.
- Added lights into intel room
- Displaced a few ledges
- Player clipped the tunnel model
A3:
- Fixed blue ressuply locker
- Cliff through the middle to stop demomen jumping length of map.
- Moved intel again, to make it better and more defendable.
A2:
- Opened up intel 'room' to make it less engie-campy and let solders/demoman cap easier.
- Fixed some sightlines by moving props around.
- Replaced all the lights with better ones.
- Added a "ledge" at either end of the frozen lake for soldiers/demomen.
A1:
- Release
Screenshots
Additional Links
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