Slate (Capture the Flag)
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| Slate (Capture the Flag) | |
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| Basic Information | |
| Map Type: | Capture the Flag |
| File Name: | ctf_slate
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| Version: | Beta 2 |
| Developer(s): | Tim "YM" Johnson |
| Download Link: | TF2Maps.net |
Slate is an Attack/Defend Capture the Flag map created as an entry for the TF2Maps.net A/D CTF and Payload Race Contest. While Slate scored the third-highest of any CTF map among voters, it was disqualified from winning, as the map's maker, YM, was one of the contest's judges. Premuda was awarded third place instead.
Like other Attack/Defend CTF maps, Slate features a three-stage layout in which BLU must deliver their Intelligence to each capture point, while RED's task is to defend each point and stop the Intelligence carrier.
Changelog
Changelog:
Revision History (DD/MM/YY)
Beta 2 released 28/11/09:-
- Increased size of capture zone and blocking zone slightly.
- Removed rain, swapped to lighter skybox and environmental lighting.
- Increased level of detail.
- Improved playerclipping.
- Increased amount of directional signs.
- No entry signs over locked doors.
- Added a visualiser to the cap area to show it is blocked.
- Added Announcer's alerts.
- Removed vphysics console spam.
- Slightly increased ammo placement.
- Improved visibility rendering for stage 3.
Beta 1 released 26/10/09:-
- Added small prop foliage
- Increased number of pine trees
- Improved detailing in final stage
- Fixed playerclipping issues
- Miscellaneous other tweaks
Alpha 5 released 20/10/09:-
- Increased blocking area size slightly
- Increased delay between intel cap and new intel spawning.
- Almost completely detailed entire map
- Implemented new CTF/CP hybrid hud
Alpha 3 released 11/05/09
- Reduced size of both capture and blocking area to the size of the capture stud itself.
- Nobuild'ed the capture stud.
- Removed the glass from the window at 1-2.
- Increased time delay between captures and the new intel arriving to remove some momentum from the attacking team.
Alpha 2 released 30/04/09:-
- Dramatically reduced capture zone and increased the blocking area to greatly aid defence.
- Adjusted spawn timers based on particular rounds ease of advance.
- Reduced initial time as well as reducing the time added on subsequent captures.
- Fixed the final point not being blocked by red.
- Fixed resupply lockers.
- Placed spectator cameras based on which round is in play and which points your team owns.
Screenshots
Additional links
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