Map Name: Run!
Author: [taZer]
Map Type: Flag running
Web Site: N/A
Download: run.zip
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New Textures |
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New Skybox |
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New Models/Sprites |
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New Sounds |
Scoring:
5 point to the player capturing the flag
1 point for the player's team
Overview:
Well 2003 is here and you all thought you could finally slow
down after those holidays huh? Well i've got news for you: It's
time to run!
Tired of the "all-too-familiar" 2fort clones? Want
something a bit different? Well then "Run!" should
be right up your alley.
Run introduces a unique gameplay i have yet to see in another
TFC map: Flag running. "Yeah but what about VALVe's flagrun?"
you may ask. This is really different. Get this: 2 team, 1 flag,
and a non-symetrical map with 2 cap points. Interested yet?
Read on!
Description:
First of all, "Run!" is not a new map. It was made
way back in 1999, where TFC maps were swarming the community
and new ideas were constantly being developed. Yet despite it's
age, the map still holds on fairly well even with today's high
expectations from players.
The map is set at night in some kind of industrial complex,
complete with water tunnels, cargo storage areas, generator
room and loading dock. It all sounds like the standard HLDM
map setting for 1999, but the layout of the map is really what
sets it apart. Simply said, it flows great. Every path leads
to either capture points quickly and with enough room to deal
with every kind of "trouble" you may encounter along
the way. To make things better, the mapper even had the sniper
in mind when he made the storage area's roof accessible either
by grenade jumping a friendly conc from a medic or scout, or
a boost onto a pipe you can climb like a ladder. Lighting is
adequate all over the map, with nothing too dark or too bright
and keeps the overall nighttime feeling but nothing really impressive.
Texturing, again when looking at it through 1999 standards,
is good and stick to the map's theme without any problem.
Again, the map is non-symetrical, meaning you wont find a base
or even a specific team's resupply room in "Run!".
This may sound like a turn off for some, but beleive me, it's
well worth the change. As such, when you respawn, you're immediately
vulnerable due to the lack of team respawn points. And you can
spawn anywhere in the map in a number of locations, sometimes
(rather often really!) reappearing right in the middle of a
firefight you just got blown to bits from! Yet another incentive
to keep moving all the time. You won't find a whole lot of cover
in this map, which makes keeping in movement essential to acheive
victory. But how exactly do you win? By doing what you're doing
all the time in this map: running!
Run! features a unique gameplay in which you have to carry
a single flag all the way across the map over to the other capture
point. After you've done that, you have to do the same thing,
but in reverse! Back to where you originally picked up the flag,
either at the generator room, or the loading dock. What makes
things even better, is that the flag is available to BOTH teams.
But, if kill the flag carrier, the flag automatically goes back
to it's original position, thus making sure your flag carrier
has an escort a vital part of acheiveing victory and at the
same time, keeping party crashers from camping capture points
for a quick score. Just goes to show you, the simplest idea,
is often the best. When played right, this scenario is both
brutal and very fast. Never a dull moment!
Obviously, spawn camping can be a problem. Some respawns locations
can turn you into either sniper fodder or spam banter. A particular
respawn with a fast reappearing supply of grenades is the biggest
problem in the map, but nothing that playing with the right
people can't fix.
On a more positive not, class usage is very good in this map.
Especially with many elevated spots for snipers, sharp corners
for engineers and their sentry guns (inside the storage area)
and plenty of room for soldiers to duke it out. I also found
the demoman to be quite effective while laying down pipe bomb
traps in key areas like the bridges and near the ladders. Obviously,
a scout or medic can do a very quick run from 1 capture point
to the other (with my personnal record being 21 seconds with
a scout), which makes for quickly raising scores, and not much
time to kill him before he takes the new flag and makes another
mad dash through the map.
Conclusion:
Fast, twitch gaming we all came to love in TFC with a simple
idea and a simple map designed for one thing in mind and one
thing only: The need to Run!
P.S.: Also, sniper war fans, if you are looking for something
new to mass produce "death from afar" with your sniper
rifle, this is a map to consider!
-BlackPanther
BlackPanther's
Mapping Guide |
Flag running?
What the... (Intermediate tutorial)
1 flag, 2 teams, 2 cap points. How did he
do it? Here's how:
You'll need two i_t_g at each capture points
to act as triggers for both teams when they
walk over them with the flag and be able to
score. Also, you'll need 2 flags made out
of item_tfgoals that need to be set so both
teams can carry them. (Yes i know there is
only meant to be 1, but in reality, you only
SEE 1 at any time be carried by a player).
Set them so that each flag only works with
1 capture point. Place each flag on the opposite
capture point. Now, set them so that when
you can a flag they are returned to their
original positions via the "Return item#"
and the flag at the capture point appears
by changing it's state to "ACTIVE",
thus giving the illusion that the flag goes
back and forth.
It's very much like standard 2fort CTF when
you look at the entities, it's just how they
react and how they are layed out that creates
the illusion.
This is a very quick and simple tutorial
so if you need more info, email me. |
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