Features | Level of the Week | Up a creek

The creek
The generator
the missile platform

Inside the defender's base

Map Name: Up a creek
Author: Zouave (The former LOTW writer)
Map Type: Attack and Defend
Web Site: http://maps.mrsucko.org/
Download: creek.zip

New Textures
New Skybox
New Models/Sprites
New Sounds
Scoring:

Defending team scores 2 points every
minute and 5 more points for defending
the key 8 minutes.

Attackers score 5 points for detpacking
the crystal and 15 for capturing the key.

When one team scores, they switch
roles so that the defenders become
attackers and vice-versa.

Overview:

As my first review for Planet Fortress, i beleive it's appropriate to review a map made by the guy before me! Some of you may think this is poor taste, but beleive me, Zouave created a great map when he created this map back in 1999, and here's why.

"Up a creek" is a pioneer map in the TFC community. I do beleive it was the first map ever to feature the "Assault & Defend" gameplay in TFC, way before Dustbowl or Avanti.

Description:

The map pits the Blue team versus the Red team for control of the launch of 2 missiles located in the back of the enemy base. When the map starts, the attacking team has 8 minutes to launch the missiles before the map restarts, and the teams switch places. Sounds simple enough? Think again!

Before the attacking team can get to the launchpad and fire the missiles, they must first get the launch key. Easy enough, except that the key is protected by a force field that is sure to end your life in a split second. You must first deactivate the enemy generator located in another portion of the enemy base. How? With a detpack of course!

One of the strong points of Up a creek, is the layout Zouave created to balance all of this in a fun, yet challenging way. The map is built around a desert-like creek (duh!) filled with wonderfully crafted rocks, hills and even a nice looking waterfall. The attacker's spawn is located at the bottom of the creek, in a base crafted right into the cliffside. The attackers must first make their way to the enemy base via multiple levels of trails built into the cliffs surrounding the creek, which lead either to the backdoor to the generator room, or the front entrance which leads almost directly to the key room. The quickest way to get to the missiles is via the backdoor and into a nicely crafted hallway, even for a map made almost 4 years ago!

The enemy base has numerous platforms and levels to keep engineers busy with building sentry guns. The base also has a few sniper nest to keep the enemy at bay, and yet, not make the creek a sniper's wet dream. Between the enemy base and the attacker's base, a neutral building also built right into the cliff has a sniper nest as well to aid the attackers get to the enemy base, thus keeping teamplay a deciding factor in completing the objectives. Spies will also like this map, as they are truely needed to clear up the launchpad for your teammate carrying the key.

Visually, the map holds up quite nicely with good texture choice by Zouave to give it a bit of a futuristic look inside, but manages to keep things interesting outside and I only spotted a handfull of texture misalignments for the entire map. Even though they are all Half-Life textures, a few of them have been edited, and the attacker's base even features screenshots of the map's key areas to help out newbies on what to do! The brushwork is solid everywhere, and r_speeds are keeped low everywhere in the map. A few ambient sounds are spread all around the map, ranging from a slow flowing waterfall, to computer sounds to make the map feel more alive.

Conclusion:

With all of this, Up a creek is a great map for public servers as well as clan matches. Class usage is also good all around for every type of player.
For a map made during the golden days of TFC mapping, it easily holds up against even the newest maps being released. Up a creek is a definite classic of TFC mapping, and the fact that it is rarely ran by server admins is a shame.

-BlackPanther

P.S.: Don't forget to take a walk inside the neutral building and click on a few of the consoles in it!

BlackPanther's Mapping Guide

How do you make an attack & defend map?

Before VALVe released the 1.1.0.0 patch for HL and TFC containing the new map "Dustbowl" and the appropriate code in the .fgd, the only way to make an attack and defend map was to do it the same way Zouave did in this LOTW and as i will explain breifly below:

The attackers and the defender's spawn area both have a double of themselves next to each other. You just don't see them because their was a func_wall_toggle entity blocking the view of the respawn doors that was triggered when ever the map was won by either side, and the teams switched positions to their new spawns. If you load the map in single player and type in the NOCLIP cheat, you can float around and go through walls and see both spawns. The illusion is seemless .

The author had to do this, because there was no code in the old .fgd to change the state of the teamspawn entity to spawn the other team, make the turrets attack the opposing team and make the objectives availble for completion by the other team.. But now there is. (Thx VALVe!)

To make a true attack and defend map like Dustbowl with the new .fgd, the TF Mapped site has a tutorial on how to do it.. Keep in mind this map is more like Avanti then Dustbowl, because the teams switch places after the map is completed. Also keep in mind that the tutorial is geared towards territorial control rather then objective based, but the principle is still there since you DO carry the key to the missile platform the same way you'd carry the flag from point to point in Avanti and Dustbowl.

-BlackPanther

Invade and Defend Tutorial @ TF Mapped





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