View Full Version : TF2 map on Instant server | cp_bloodstained
Jokerz
07-18-2008, 04:23 PM
Thanks for the feedback on cp_mof due to the player size needed kilz and I have decided to move that map to the Fast respawn.
I think I have a found a map for the Instant respawn server
http://www.fpsbanana.com/maps/53113
I am currently loading it into the rotation as always feedback is welcome.
XrazorX
07-18-2008, 07:38 PM
i found it pretty awesome not gonna lie had alot of fun on that map
Jokerz
07-18-2008, 08:19 PM
I had to increase blue respawn time just so the game moves along but its nothing they will notice...
PandaBear Assassin
07-18-2008, 08:27 PM
I had to increase blue respawn time just so the game moves along but its nothing they will notice...
Yea I was on the blue team and I didn't notice it at all.
RoqueJa
07-19-2008, 09:53 PM
I only played it once but I definitely enjoyed it. Good map and nice to have something new over the regular rotation maps.
bobbydole
07-21-2008, 12:14 PM
I'm not sure if I got on at the wrong time, or what, but this map was not good.
The first point was captured in no time at all, then it became a turtle fest for the next point. I think they had 2 SGs next to point, 1 in front of the sniper building, 1 on the right when you come out of the tunnels, and 1 way on the left hand side.
I'm not sure if I missed all other parts of the map, but it was really fustrating...
*david*
07-21-2008, 04:02 PM
Well I dug this map alot. It reminded me of HoD with the tight feel and the consistent high action. (And thats a big compliment btw)
*climbs on soapbox* One thing I think is happening more on our servers is that our engies are getting smarter and medics are getting dumber :p (No offense reg medics) but I've seen some really interesting multi-sentry placements lately that have shut things down on a number of maps, old and new, while medics are running around trying to saw and needle people instead of building ubers. There's nothing that a pair of ubered demos cant fix :) *climbs off soapbox*
AzzSazzin<TWM>
07-21-2008, 07:27 PM
I wasn't too sold on it the first couple of times I played it, but its starting to grow on me. I say we leave in the rotation awhile:)
masterlink43
07-23-2008, 09:39 PM
I have to say, I didn't enjoy the map that much. It kept turning into turtle fests like bobbydole said. The map allows the sentries to be spread out but all still hard hit from far away.
Timmah!
07-24-2008, 10:46 AM
I have to say, I didn't enjoy the map that much. It kept turning into turtle fests like bobbydole said. The map allows the sentries to be spread out but all still hard hit from far away.
True, but that was kind of our team's fault for not grabbing their testicles and doing a coordinated push. Most everyone else kinda sat back and watched everytime we went in with 1 uber.
Blonde
07-24-2008, 10:51 AM
This map truely blows donkey dong imo.
tubby custard
07-24-2008, 11:45 PM
Since no one ever capped the second point, I only got to play on the first stage when I was on and it came up. I suppose I'm indifferent about it - I didn't think it was horrible, but it wasn't spectacular. For perspective, I think I'd rather play it than badlands or hydro, and it was nice to play a new map for a change of pace. I do agree that it would require more teamwork to get anywhere. As a medic on offense, it isn't much fun since the stage was so small that to really safely build an uber you'd have had to pretty much hang out at spawn to avoid getting roasted, or have enough medics running around to keep everyone topped off.
Just went through this map a little early and I don't really care for it to much. A lot of turtling going on for some reason and I dont know but does the blue get cut off from there spawn too? I found it a little annoying on such a small map that I couldn't get back into our spawn to heal up.
AzzSazzin<TWM>
07-25-2008, 03:01 AM
No blue doesn't get cut off from their spawn.
Timmah!
07-25-2008, 10:28 AM
No blue doesn't get cut off from their spawn.
yus thay du. (On stage 1, I think) there are those toppled fence sections that you have to climb over to get out of the spawn area, but can't get back over because of the way they're angled (unless you're a soldier or demo, in which case you probably don't have enough health to jump over - otherwise you wouldn't be going for health). So yeah, that alone makes this map fail.
ASTROBLACK
07-25-2008, 03:27 PM
This map is horribly unbalanced.
PandaBear Assassin
07-25-2008, 06:01 PM
yus thay du. (On stage 1, I think) there are those toppled fence sections that you have to climb over to get out of the spawn area, but can't get back over because of the way they're angled (unless you're a soldier or demo, in which case you probably don't have enough health to jump over - otherwise you wouldn't be going for health). So yeah, that alone makes this map fail.
Yea this is the one thing that I really didn't like about this map.
ASTROBLACK
07-25-2008, 08:35 PM
yus thay du. (On stage 1, I think) there are those toppled fence sections that you have to climb over to get out of the spawn area, but can't get back over because of the way they're angled (unless you're a soldier or demo, in which case you probably don't have enough health to jump over - otherwise you wouldn't be going for health). So yeah, that alone makes this map fail.
That's the red team.
Timmah!
07-26-2008, 02:29 AM
That's the red team.
ah yes, you are correct. I was thinking blu = offense, like every other map. Forgot red is offense on bloodstained.
Tango
07-26-2008, 03:59 AM
Thank you for cycling in new maps. It really helps void the usual drall.
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