cp_warpath2

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Cp_warpath2 (new final version)

This map is the outcome of 2 months worth of playtesting with two awesome 24/7 Warpath communities.

Changelog:

  • retextured
  • spawn rooms are locked unless you are on that specific spawnroom
  • health kits and ammo packs distributed through out the map to counter the Valve updates and to help map flow
  • Added a little cover in the middle of the map to help gameflow in that specific area
  • added 2 ladders near cp 2 and 4 to stop that area slowing the gameplay down. Ladders help both offense and defensive in those areas
  • added ambient sounds throughout the map
  • fixed cp2 and cp4 building lights, brushwork, and other various small issues
  • timer set to 30 minutes and each cap will award 2 minutes additional time
  • added nobuild areas to the tops of all cp buildings, you can still build on cp2 and 4 along the ledges (if you can get up there)
  • spawn timers adjusted to 5 seconds instead of instant to help teams move forward

many other fixes, too many to actually remember

Included with the release is the info.txt and the english.txt and .res file is a server admin wants to use it

Download 4 mb

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Comments

  • MrMuffinMan
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    6 years ago:

    Pros: A well done good port, absolutely playable. Cons: This map's biggest problem is its huge balance issues. It has a very bad flow, and it's rarely any fun to play because it always comes to a complete halt around points 2-3 and just stalemates completely. That this is a port is no excuse - a map has to be fit for TF2 even if it's a port.

    The visuals are very bland, and everything is blocked off by cliffs. The map needs to be more open, and composing buildings entirely from square blocks is not acceptable. Improvements: Make the gameplay flow better, and vastly improve the visuals. This has the potential to be very good, but as of now it is not.

    Mapper
  • Arthurp
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    6 years ago:

    Notes: Of course, 32 player isn't my think but its just open enough to be blood bath which isn't how i like the game to be but other wise grait.

    farly new to mapping
  • Availability
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    Goerge
    6 years ago:

    It's very balanced. Linear. It is often a stalemate, but that is not the fault of the mapper as it's a very accurate port from TFC.

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  • Vacoy
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    6 years ago:

    What can I say, its an awesome map!

    Bananite
  • sacrifist
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    6 years ago:
    Posted by enjoi that Honestly, I don't see what so many people are bitching about. Is it because of the actual gameplay, or is it the porting or what? As far as I'm concerned, this version is the best version of warpath so far. A lot of fixes, of course. Such as locking the doors is a big plus. Compared to the other versions, I've seen the first as shit since the enemy team would always camp the garages near the points and it gets completely redundant. Sure, it's easy to rid of them once they open the door again using the demoman's stickies, but it's still just there. Another plus is the medkits. I'm not sure how to put it, but being able to heal more health in a shorter amount of time without always having to depend on a medic when they are already needed on the frontlines just screams improvement to me rather than making the player run back and forth amongst smaller medkits. That usually made the game just feel slower when one has to wait around for meds. Amazingly enough, the barrels in front of each team's main tunnel to the central point actually server a purpose for cover and the ladder doesn't make movement so cumbersome when trying to move to the top. Sure it slows down the enemy team, but it also slows down the defending team as well imo a little too much. It's just simply more convenient. Despite what other people are freaking out about on the textures, I don't think they're that important to look at and inspect every single detail. The game's too fast paced [as in not much stand still before you die] to actually notice the close up details. Though there are issues with a losing team hardly ever receiving a come back or a lot of stalemates, those are just plain inevitable. That's why so many warpath servers I've seen had Sudden Death enabled. Even then, when a team actually manages to push back, then their push is amazingly hard since the points are relatively close together and so when they push up, they can run right through them, which may or may not be a good thing for a lot of people. But really, I just think it makes up for the whole "a losing team can hardly ever make a comeback* issue. Overall, I just think this version is far more superior to the 1st warpath I've seen. Simply because it fixes all of the issues that I thought was wrong with it. Also, the added props in the tunnels make some classes have a few advantages over the other at guarding, such as stickies behind the crates for an ambush. That adds a little bit more variety rather than always having to stick it right on the corner or the wood framing so invading enemies underground would have to play a little bit more cautiously. Plus the barrels in center point give a little more cover from snipers which is also a good thing imo. TL;DR Now I'm not really sure what all the fuss is about here, and all I've gathered from it is because apparently the guy ripped off of some other map maker. But the gameplay on this map is amazing, I doubt he'd "rip it off" because it's a remake at heart, of course it's going to be BASED off something. Regardless, don't judge the concept of it, judge its actual gameplay... Which is far more superior than cp_warpath which got a decent score.

    cp_warpath was the first version of this map that I also ported to TF2. This was the 2nd version of that map after listening to 3 Warpath communities on what they felt was needed to make it the best it can be.

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    Collective Gamers Community
  • enjoi that
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    6 years ago:

    Honestly, I don't see what so many people are bitching about. Is it because of the actual gameplay, or is it the porting or what?

    As far as I'm concerned, this version is the best version of warpath so far. A lot of fixes, of course. Such as locking the doors is a big plus. Compared to the other versions, I've seen the first as shit since the enemy team would always camp the garages near the points and it gets completely redundant. Sure, it's easy to rid of them once they open the door again using the demoman's stickies, but it's still just there.

    Another plus is the medkits. I'm not sure how to put it, but being able to heal more health in a shorter amount of time without always having to depend on a medic when they are already needed on the frontlines just screams improvement to me rather than making the player run back and forth amongst smaller medkits. That usually made the game just feel slower when one has to wait around for meds.

    Amazingly enough, the barrels in front of each team's main tunnel to the central point actually server a purpose for cover and the ladder doesn't make movement so cumbersome when trying to move to the top. Sure it slows down the enemy team, but it also slows down the defending team as well imo a little too much. It's just simply more convenient.

    Despite what other people are freaking out about on the textures, I don't think they're that important to look at and inspect every single detail. The game's too fast paced [as in not much stand still before you die] to actually notice the close up details.

    Though there are issues with a losing team hardly ever receiving a come back or a lot of stalemates, those are just plain inevitable. That's why so many warpath servers I've seen had Sudden Death enabled. Even then, when a team actually manages to push back, then their push is amazingly hard since the points are relatively close together and so when they push up, they can run right through them, which may or may not be a good thing for a lot of people. But really, I just think it makes up for the whole "a losing team can hardly ever make a comeback* issue.

    Overall, I just think this version is far more superior to the 1st warpath I've seen. Simply because it fixes all of the issues that I thought was wrong with it.

    Also, the added props in the tunnels make some classes have a few advantages over the other at guarding, such as stickies behind the crates for an ambush. That adds a little bit more variety rather than always having to stick it right on the corner or the wood framing so invading enemies underground would have to play a little bit more cautiously. Plus the barrels in center point give a little more cover from snipers which is also a good thing imo.

    TL;DR Now I'm not really sure what all the fuss is about here, and all I've gathered from it is because apparently the guy ripped off of some other map maker. But the gameplay on this map is amazing, I doubt he'd "rip it off" because it's a remake at heart, of course it's going to be BASED off something. Regardless, don't judge the concept of it, judge its actual gameplay...

    Which is far more superior than cp_warpath which got a decent score.

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    enjoiing eet doggystyle!
  • sacrifist
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    6 years ago:
    Posted by Z3RO! The map you made? You ported the map you didn't make it and kusa allowed us to create warpath final, then you copied the JFH Version after noticing it was far superior either way this version is crap.

    Yup, I used Kusa's vmf file to port this 12 year old map to TF2 that kusa ported to hl2dm from TFC.

    I didnt decompile his map, I have his vmf. The so called final version, that is only played on 2 servers or so, is a decompiled version of the warpath version that I brought to TF2. Sure kusa said it was ok to use his map, unfortunately they used my updated version (decompiled no less). I never said I made this map. Had I made it, it would look alot better, but TF2 doesnt deserve my time. People wanted Warpath, I gave it to them.

    This map is old as dirt. It's not Kusa's, it's not mine, and it's certainly not JFH's map. Its a ported Valve map from TFC. END OF STORY.

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  • Z3RO
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    6 years ago:

    The map you made? You ported the map you didn't make it and kusa allowed us to create warpath final, then you copied the JFH Version after noticing it was far superior either way this version is crap.

    Bananite
  • sacrifist
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    6 years ago:
    Posted by Z3RO! Pros: You completely ripped the far superior JFH version and still managed to get a half ass rating. Con: Textures look like you threw feces in a blender along with your pride and came out with these abomination. Improvements: Actually take your time next to you manage to copy another map, you might get a decent rating.

    Actually, the JFH version is a decomp of the 1st version of this map I did. Shows just how smart you really are ay?

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  • Z3RO
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    6 years ago:

    Pros: You completely ripped the far superior JFH version and still managed to get a half ass rating.

    Con: Textures look like you threw feces in a blender along with your pride and came out with these abomination.

    Improvements: Actually take your time next to you manage to copy another map, you might get a decent rating.

    Bananite

Credits

Key Authors
KUSA
Unknown
Sacrifist
Unknown
Hiya!
Unknown

Submitter

sacrifist
Availability
Offline
Points Level
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1,480 points
Account Age Level
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8 years old
Clearance Level
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sacrifist
(Creator/Co-creator)

Rating

Intermediate+
8.53/10
Based off 9 rating(s)

Additional Info

Development State
Final/Stable
Version
2.0
Maximum Players
32

Stats

Post Count
25
ViewCount
17,877
Downloads
6,471
Date Added
6 years ago
Date Modified
6 years ago

DevNotes

Hammer

License

N/A

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