I started this project sometime in the beginning of 2012. My motivation was the lack of small ctf maps, since not many of idlers on #uscpmpickup liked to play ctfs (capture strike), and we always ended up playing 2v2 or 3v3 at best. I was going to make a bunch of low quality 2v2 ctf maps, but this project evolved and became more complex. I haven't released this pack because I've always wanted to fix the maps, make new textures, change the numbering, make more maps (originally there was going to be 20 all together). Nonetheless, we played these maps. The guys at #cpmpickup probably played them more than us, and I had fun playing with them from time to time. So it's been like a year and a half, and there are probably hundreds of demos on these maps, so I can't really change them now, which will break all those demos and force people to keep two versions of the pack. So I'm releasing these now instead of keeping them until forever.

Some notes about the maps:

01, 03, 04, 06, 10 - Small and shitty ctf maps

02 - I tried to jam as many tricks into this map as I could, and it turned out shit. Most of them are impractical in a game of ctfs.

05, 07 - The only two maps I am proud of in this pack.

08 - An abomination. The idea was to make a chase map. There are teleports which lead from one base to the other, and once you exit the spawn room, you can't go back in to use them. There is a grate blocking the exit to your own base, which wont open unless someone hits the trigger by going near your flag. So the defence team has a choice between chasing after the flag carrier and trying to kill him before he reaches the other base, or trying to intercept at their own base. What made this map fail, was the overall bad design. The first version of this map had way too much stuff; annoying diagonal corridors, pipes, rotating shit, sewer circus etc. I tried to simplify it, and it became this. The problem is that you can be going over 2000ups through the whole map, which means the chasers actually need to catch up with you in order to hurt you, since the missiles can't keep up. Rocket wall spam doesn't make a great chase map at all. I might try to remake this later into something that's actually playable...

09 - Unlike 02, this turned out to be an okay space map.

11, 12 - New additions to the pack. Like 02, they are made more with defrag in mind.


I have included the .map files; people have asked for them before. Feel free to make changes or use them in evil science experiments to create new maps we can play on.

Thanks to all the people who played/tested my maps, and for all the funs.

oranje