Mercy - ctf_mercy

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MAP INFORMATION-

Title:                 ctf_mercy
Version:               BETA 6.0
Filename:              ctf_mercy_b6.bsp
Created By:            David Lohmeyer - VilePickle
Author Email:          vilepickle@gmail.com
Type:                  CTF
Web:                   http://www.vilepickle.com
Compile Date:          4/28/10
Development Cycle:     A1/A2/A3/A4/B1/B2/B3/B4/B5/B6

Description:
A simple CTF map meant to tackle the flaws of traditional CTF in TF2.

Features
-Security doors
>>Close access to the intelligence room flanks for 10 seconds after each capture to help reduce chain capturing
-Mercy Rule
>>If a team leads by 5 or more, the enemy intelligence is disabled for 30 seconds upon capture (does not affect publics with low capture limits)
-Very fast paced, reduced spawn timer
-Short intelligence return timer
-Respawn with significantly separate exits, none in the path of the intelligence
-Several viable attack routes
-Bases that aren't deep and intricate that result in stalemates

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B6 CHANGES/FIXES:
-After UGC match playtesting, some important changes have been implemented
-Spawn camping has become much harder.  The 1way spawn windows are much larger and the spawn indicator has been moved outside of the spawn some.  It's important to note that this location provides no defensive benefit except to help clear out people camping the spawn.  
-Explosives like stickies from the opposite team do not work near the spawn doors anymore
-The lower base entrance has been streamlined to not include as many 90 degree turns
-The route to the flank window has been improved to not require as many 90 degree turns
-The back base room has gotten visual improvements
-Back room walkway tweaked to have better railing and the walkway is wider on the previously thin side
-Added a small hidden button in the spawn room for TF2 quads to disable the Mercy rule for the current round.  Both teams must shoot the button to disable the rule


B5 CHANGES/FIXES:
-Added security doors with sound/visual sirens
-These doors close for 10 seconds for the enemy when you capture their flag, preventing chain captures


B4 CHANGES/FIXES:
-Skybox changes, added a large moon
-The area in the back of each base has been increased in size
-Better detailing in the base areas


B3 CHANGES/FIXES:
-NEW FEATURE: Mercy rule.  When a team is ahead by 5 or more caps, the enemy flag gets disabled for 30 seconds after capture.  This should ease some competitive games that are complete blowouts typical to CTF
-Mercy rule will not affect close games or publics limited to 3 captures
-Long horizontal sightline across the middle health pack removed by rotating the doors on this building.  Also frees up room around that building by removing the cinder blocks.
-Skybox tree color darkened
-The route below the base is much more roomy now
-Below base route entrance extended slightly into the middle
-Flagroom entrance from spawn is much larger now, prevents some spam
-Can no longer have dispensers provide ammo through the wall behind the flagroom
-Flagroom window clipping tweaked to make passing the flag through harder
-Flag podium rubble visuals improved greatly
-Flag location on podium moved back some to get it further away from the main door
-Flag podium now has a railing on the end
-Further optimization


B2 CHANGES/FIXES:
-Flag return timer increased to 20 seconds
-Spawn timers slightly increased, still shorter than stock
-Flag podium can no longer be built on directly, it has taken damage and is unsafe for building.  Sign added to indicate this.
-Flagroom flank window made more accessible with an additional branch for attackers on the bottom base route.
-More optimization


B1 CHANGES/FIXES:
-Small detail updates
-There's now an attacker-friendly 1-way window looking onto the defender's sentry farm position
-Small wall-blocker added near defender flagroom entrance to stop new flagroom window from being spawncamp friendly
-Flag return time tweaked up slightly to 16 seconds
-Computer box in flagroom unclipped at the top


A4 CHANGES/FIXES:
(Still in alpha, anything can change)
-Major visual additions, much of the detail in the map has been added
-Flagroom tweaked slightly so the engineer position isn't quite as powerful
-Some optimization added
-Most clipping added


A3 CHANGES/FIXES:
-Middle health packs combined to one medium and placed in the middle center column, newly hollow
-Spawns have windows to see potential threats right outside the spawn easier
-Flag return time now 12 seconds, up from 11
-Far route into the base now has a 1-way door.  Still 3 viable ways out with the flag including front door, battlements, and behind the flag


A2 CHANGES/FIXES:
-made lights outside solid
-reduced flag return time to 11 seconds, was 15
-some clipping added
-flag placed on a platform up the FR ramp slightly to prevent overly quick grab-and-dash runs out the back door
-windows added in flagroom to see attackers coming in the center base route
-main resupply forward dropdown opened up a little, now more visible if someone is taking that route from the outside
-resupply cabinet location moved
-medium health packs changed to small in mid


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THANKS TO:

Moon Reference Image:	NASA
		http://www.nasa.gov/audience/formedia/features/MP_Photo_Guidelines.html
		"NASA material is not protected by copyright unless noted."
Playtesting:   BrbUninstalling Community
		Stingray
		Molk and his comp friends
		UGC For playing the map in preseason
		TF2 Quads Steam Group
		Clans:  [AR]
			-=|Mr|=-
			-|zH|-
			.gr
			[DJedi]
			TP
			dw!d
			|K}{R|
			|Ex|
			{RoFL}
			«Th»
			W]M[D
			Mi7
			[B³]
			O
			//ªst
			[]
			uH|
			-(CA)-
			?/ gd?
			-AS-
			p.e.


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INSTALLATION: 

Extract the zip file to 
...Steam/steamapps/$$Your Steam ID$$/team fortress 2/tf/maps

Create a server with ctf_mercy_b6

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©2010 David Lohmeyer.
All Rights Reserved

Team Fortress 2 is a registered trademark of Valve Software.