I've updated version 7 with the Payload gameplay;
It can be downloaded here;
This is version 7 of es_cave.
You can get version 3 is here http://www.fpsbanana.com/maps/44937
And version 5 here es_cave5 - Rapidshare
Escort Prefab Escort Prefab
Map Name: es_cave Game: Team Fortress 2 Map Type: Mining car escort map (Attack/Defend) Author: Spacemonkey
This is a test map I have made based on the playstyle of the soon to be released Goldrush map from valve. The map consists of 4 rooms in an underground mine. Outside the Blu respawn room is a mining cart, the objective of the map if for Blu to escort the mining cart to the red base in the last room. Red have to prevent this from happing until the timer runs out.
In order to move the cart, blu have to be next to the cart, The more blu players next to the cart, the faster the cart will go, up to a maximum of 4 players. If a red player enters the area around the cart, it will stop moving, and the blu players will have to kill the red player before the cart will start moving again. Scouts do not give a 2x movement bonus, all classes count as one player.
Thank you for playing my map.
If you would like to discuss it with me, or make a suggestion, add me to steam friends. http://steamcommunity.com/id/spacemonkey
v0.7 - Adjusted spawn timers
- Added singage to show map objectives
v0.6 - Reworked blu base to prevent spawn camping
adjusted spawn timers
added visual indicators for Blu team.
minor lighting adjustments
v0.5 - Reworked red base to allow easier access
Added more lighting, details, displacements, and props.
Change graphical indicator to display better on lower resolutions
v0.4 - Adjusted Blu spawn times, Blu spawn time will now shorten the closer the cart gets towards the Red base.
Fixed bug where cart would still move when no player where near.
Fixed Blu spawn doors from closing when they shouldn't.
Added more lighting, details, displacements, environmental effects and props.
Added graphical indicator of the situation of the cart.
v0.3 - Increased the length of the map, and added more access ways for both teams.
Increased height of tunnels to avoid clipping problems when players would stand on top of the cart. Also Red sentries on the battlement should be easier to hit.
Increased the max speed of the cart my 50%
Added an alternative route from the Blue spawn to prevent spawn camping.
Added more displacements and other texture details and minor props
v0.2 Fixed bug which allowed train to still move even when red players where in the trigger zone (Added four logicrelay entities to allow Redtraintrigger to interrupt I/O between the Blutraintrigger and the functracktrain)