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Description Hello Fortress fans, I'm The Asylum.
Aka "That Guy That Made Pipeball."
CTF_Checkpoint is my first (serious) attempt at making an actual TF2 map. Like, one that people can actually play TF2 on.
Thanks to the fine folks at TF2Maps, calculatedChaos, and FreeFrag, Checkpoint is nearing completion. In fact, I'd say it's pretty much done already, all it needs is some aesthetic facelifts, and it's ready to go. The current beta build, B4, is already making the rounds, and I think B5 ought to be the last of them.
So, why should you care? Well, I'm sure you've experienced this scenario before:
You're a real cool player. You bravely fight your way through all the enemy defenses, battle through into the basements, nab the intel, and come back up topside just in time for everyone you killed along the way to have respawned and camping the exits, rewarding your valiant heroic efforts with a swift and thankless death. Then the Engineers rebuild their sentries, TurtleMania ensues, and the intel goes back into the depths again. Wash, rinse, repeat, and hello stalemate and thoroughly disappointing experience.
Well, no more! Checkpoint's layout is EXTREMELY unforgiving to a team's defense. Instead of the neutral ground ---> dummy corporation ---> secret base setup, it goes from neutral ground right to secret base. The spawnrooms are located behind the intel cart, nestled in between two walls that hamper Sentry Gun's detection fields. It's a relatively small map too, roughly the same size as Turbine, so the only thing Checkpoint does not promise to deliver is a dull moment. The first team to crack under pressure is the first team to have their Intel stolen.