Takeback Mountain
1 Maps Available
Map Status: 100% Complete
Map name: Takeback Mountain
Current version: Final - 21/02/2010
Map style: A <> B > C (Gravelpit)
Theme: Alpine/Lumberyard
Map synopsis: Red have captured Blu’s mountain base and are launching a dawn raid in order to ‘take it back’
Download: http://www.megaupload.com/?d=91YYGZYY
Also available for download from FPSBanana - http://www.fpsbanana.com/maps/126974
Official Takeback Mountain backstory movie - Produced by 'Son of Dad'
http://www.youtube.com/watch?v=_ycZ2BvqWNA
Takeback Mountain video walkthrough
http://www.youtube.com/watch?v=sGceXemK2qs
Cp_Takeback_Mountain is an entry for the OzFortress ‘So You Think You Can Map’ competition.
Takeback Mountain is an A + B > C style map in the same format as Gravelpit and Junction.
Mapping work began 05/11/2009.
Changelog:
Final Release - 21/02/2010
Compiled with both HDR and Normal (LDR) lighting.Removed collision rain - Tough call for the final version. Improves performance.
Removed shadow rendering from several groups of pine trees.
Tweaked cubemaps for HDR lighting.
Added additional props under upper staircases at C.
Added red light to right RED spawn door.
Added blu light to data room stairs in middle cave area.
Tweaked lighting in several dark spots that were too dark with HDR lighting.
Added wooden bumpers in the train area of point B and player clipped.
Fixed a gap in the displacments in the tunnel from C to B.
Minor adjustment to areaportal and texture alignment in RED spawn.
Change texture colours of the metal sheeting on the actual points at A B and C.
Changed map naming convention from cp_takeback_mtn to cp_takeback_mountain.
Release Candidate 2 - 12/02/2010
Added 'chalkboard' story and pictures.
Fixed texturing in Red spawn - Smoothing groups
Added additional crates/barrels for cover to point B and computer room tunnel.
Minor tweaking of health/ammo pack sizes.
Additional detailing at point B - Opened side cage and lowered raised brush to make the area a vantage point for Blu.
Replaced traintrack overlay material with modeled sleepers and detailed accordingly.
Added train to tunnel to better indicate the area is not enterable.
Added railing to platform on staircase on side of B building.
Added props, detailing and texture allignment to 'house' at point A.
Added wooden barriers to point A to prevent Red camping on the point.
Fixed a clipping issue on the enterance to the middle cave area that players wold get stuck on.
Aditional clipping and tweaks made to Blu spawn roof.
Replaced motored door models in Red spawn and added detail brush to main do so that motor is mounted.
Added shelving to both Blu spawn rooms to again show mounting for door motors. Added props on shelves for details.
Added detailing to all platforms within Blu spawn.
Added witches hat models to upper and lower levels of Blu spawn (Provides a prop to be shot about during setup)
Fixed the ropeds between lights on C to prevent them clipping into the rockface.
Added player/bullet clips to the hut on the upper level of C.
Added bullet clipping to the rock face between Red spawn a A
And probably a bunch more stuff Ive forgotten!
Release Candidate 1 - 22/01/2010
Added detail rooms to both Red and Blu spawn rooms
Added tunnel/vista to point C
Added spot lights to point C. General tweak of lighting at C.
Added lighting to Blu spawn - Headlights on the truck on the lower level.
General clipping of props around the map.
Added addtional areaportals - All 3 new rooms.
Added additional medium health pack between Blue spawn and point A
Additional signage added to direct players to the control points.
Addtional skybox pine trees added.
Changed texture on the building at point A to a more rusted look.
Re-clipped all trees in the playing field - including bullet clips.
Issue with a particle generator catching players clipped and resolved.
Removed shadow casting from several props.
**Known Isssue** Cubemaps not correctly built in this release.
Beta 1 - 08/01/2010
Optimised relesase.
Added fuc_areaportals throughout map.
Added hint brushes
Added occulders where required
Added sound - env_soundscapes placed throughout the map
Added additional detail props.
Added player clips in several areas - more required across the map.
Tweaked certain lights in several rooms throughout the map.
Added sprites to most lights throughout the map.
Aplha 4 - 30/12/2009
Added custom 'graffitied' textures around the base to better indicate that Red has overtaken Blu's base - Thanks to Son of Dad |MD| for texture editing.
Added collision rain - Thanks to PSY as posted on tf2maps.net.
Added detailing and lighting to both spawn rooms.
Added info_observer_point cameras - Welcome, A, B and C.
Added tonemap/HDR.
General prop placement.
Additional lighting to needed areas.
General texture alignment and improvments.
Alpha 3 - 20/12/2009
Reworked upper level of point C - Added high fences to reduce demo/soli spam by making the distance longer to do so.
Added shed/shack to upper level of point C - Closed upper level to again reduce spam.
Widened the upper walkway of point B and added props for decoration and cover.
Added detail props to upper room of point B.
Added props for cover on the lower level of point C.
Added additional lighting to points B and C.
Added cliping to the shack roof on the mountain side at point A.
Added player clips on the roof of Blu spawn.
Reworked building at point A. Building is now enterable to provide a staging area for Blu when attacking the point.
Widened the 'control room' behind point A.
Review and changes to health/ammo placement.
Alpha 2 - 16/12/2009
Adjusted light_env to reduce puple shadowing. Retained early morning atmosphere.
Adjusted fog colour to match skybox.
Added spot lights to point A.
Added trees to break up sight lines from A to Blu spawn.
Increased height of rockfaces in point C and added player clip
Re-worked lower exit from Blu spawn to a more user friendly ramp rather then boxes to climb.
Fixed displacment issue on Red spawn roller door that would cause players to get stuck.
Fixed gaps in the displacments on point A.
Added detail and props to both Red and Blu spawns.
Added additional cubemaps to fix issues on some reflective props.
Updated screenshots.
Alpha 1 - 13/12/2009 - Initial release.
This current version has very little to NO optimisation but should still run with solid FPS on most systems.
Lighting is tentative. Dawn lighting effect will stay but needs to be lightened. Currently point A is very dark making it hard to distinguish player colour.
Trap door from Blu spawn is cumbersome to use, especially when taking it as a direct route to C. This is to be changed to a dirt ramp by A2.
Current health/ammo placement is tentative and is open to criticism and suggestions.
Resupply cabinets in Red spawn allow for too easy resupply for spamming Demomen and Soliders down onto C point. Top level of C to be closed in or obstructed and resupply cabinets to be placed in centre of Red spawn.
Point A encourages Red to camp the spawn and spam down to Blu spawn. Sight line to be adjusted to discourage Red from camping the point.
Defaced Blu posters to be designed and displayed in Red spawn to reinforce map synopsis that Red has overtaken the Blu base.
General prop placement, clipping and detail to be added.
Current version: Final - 21/02/2010
Map style: A <> B > C (Gravelpit)
Theme: Alpine/Lumberyard
Map synopsis: Red have captured Blu’s mountain base and are launching a dawn raid in order to ‘take it back’
Download: http://www.megaupload.com/?d=91YYGZYY
Also available for download from FPSBanana - http://www.fpsbanana.com/maps/126974
Official Takeback Mountain backstory movie - Produced by 'Son of Dad'
http://www.youtube.com/watch?v=_ycZ2BvqWNA
Takeback Mountain video walkthrough
http://www.youtube.com/watch?v=sGceXemK2qs
Cp_Takeback_Mountain is an entry for the OzFortress ‘So You Think You Can Map’ competition.
Takeback Mountain is an A + B > C style map in the same format as Gravelpit and Junction.
Mapping work began 05/11/2009.
Changelog:
Final Release - 21/02/2010
Compiled with both HDR and Normal (LDR) lighting.Removed collision rain - Tough call for the final version. Improves performance.
Removed shadow rendering from several groups of pine trees.
Tweaked cubemaps for HDR lighting.
Added additional props under upper staircases at C.
Added red light to right RED spawn door.
Added blu light to data room stairs in middle cave area.
Tweaked lighting in several dark spots that were too dark with HDR lighting.
Added wooden bumpers in the train area of point B and player clipped.
Fixed a gap in the displacments in the tunnel from C to B.
Minor adjustment to areaportal and texture alignment in RED spawn.
Change texture colours of the metal sheeting on the actual points at A B and C.
Changed map naming convention from cp_takeback_mtn to cp_takeback_mountain.
Release Candidate 2 - 12/02/2010
Added 'chalkboard' story and pictures.
Fixed texturing in Red spawn - Smoothing groups
Added additional crates/barrels for cover to point B and computer room tunnel.
Minor tweaking of health/ammo pack sizes.
Additional detailing at point B - Opened side cage and lowered raised brush to make the area a vantage point for Blu.
Replaced traintrack overlay material with modeled sleepers and detailed accordingly.
Added train to tunnel to better indicate the area is not enterable.
Added railing to platform on staircase on side of B building.
Added props, detailing and texture allignment to 'house' at point A.
Added wooden barriers to point A to prevent Red camping on the point.
Fixed a clipping issue on the enterance to the middle cave area that players wold get stuck on.
Aditional clipping and tweaks made to Blu spawn roof.
Replaced motored door models in Red spawn and added detail brush to main do so that motor is mounted.
Added shelving to both Blu spawn rooms to again show mounting for door motors. Added props on shelves for details.
Added detailing to all platforms within Blu spawn.
Added witches hat models to upper and lower levels of Blu spawn (Provides a prop to be shot about during setup)
Fixed the ropeds between lights on C to prevent them clipping into the rockface.
Added player/bullet clips to the hut on the upper level of C.
Added bullet clipping to the rock face between Red spawn a A
And probably a bunch more stuff Ive forgotten!
Release Candidate 1 - 22/01/2010
Added detail rooms to both Red and Blu spawn rooms
Added tunnel/vista to point C
Added spot lights to point C. General tweak of lighting at C.
Added lighting to Blu spawn - Headlights on the truck on the lower level.
General clipping of props around the map.
Added addtional areaportals - All 3 new rooms.
Added additional medium health pack between Blue spawn and point A
Additional signage added to direct players to the control points.
Addtional skybox pine trees added.
Changed texture on the building at point A to a more rusted look.
Re-clipped all trees in the playing field - including bullet clips.
Issue with a particle generator catching players clipped and resolved.
Removed shadow casting from several props.
**Known Isssue** Cubemaps not correctly built in this release.
Beta 1 - 08/01/2010
Optimised relesase.
Added fuc_areaportals throughout map.
Added hint brushes
Added occulders where required
Added sound - env_soundscapes placed throughout the map
Added additional detail props.
Added player clips in several areas - more required across the map.
Tweaked certain lights in several rooms throughout the map.
Added sprites to most lights throughout the map.
Aplha 4 - 30/12/2009
Added custom 'graffitied' textures around the base to better indicate that Red has overtaken Blu's base - Thanks to Son of Dad |MD| for texture editing.
Added collision rain - Thanks to PSY as posted on tf2maps.net.
Added detailing and lighting to both spawn rooms.
Added info_observer_point cameras - Welcome, A, B and C.
Added tonemap/HDR.
General prop placement.
Additional lighting to needed areas.
General texture alignment and improvments.
Alpha 3 - 20/12/2009
Reworked upper level of point C - Added high fences to reduce demo/soli spam by making the distance longer to do so.
Added shed/shack to upper level of point C - Closed upper level to again reduce spam.
Widened the upper walkway of point B and added props for decoration and cover.
Added detail props to upper room of point B.
Added props for cover on the lower level of point C.
Added additional lighting to points B and C.
Added cliping to the shack roof on the mountain side at point A.
Added player clips on the roof of Blu spawn.
Reworked building at point A. Building is now enterable to provide a staging area for Blu when attacking the point.
Widened the 'control room' behind point A.
Review and changes to health/ammo placement.
Alpha 2 - 16/12/2009
Adjusted light_env to reduce puple shadowing. Retained early morning atmosphere.
Adjusted fog colour to match skybox.
Added spot lights to point A.
Added trees to break up sight lines from A to Blu spawn.
Increased height of rockfaces in point C and added player clip
Re-worked lower exit from Blu spawn to a more user friendly ramp rather then boxes to climb.
Fixed displacment issue on Red spawn roller door that would cause players to get stuck.
Fixed gaps in the displacments on point A.
Added detail and props to both Red and Blu spawns.
Added additional cubemaps to fix issues on some reflective props.
Updated screenshots.
Alpha 1 - 13/12/2009 - Initial release.
This current version has very little to NO optimisation but should still run with solid FPS on most systems.
Lighting is tentative. Dawn lighting effect will stay but needs to be lightened. Currently point A is very dark making it hard to distinguish player colour.
Trap door from Blu spawn is cumbersome to use, especially when taking it as a direct route to C. This is to be changed to a dirt ramp by A2.
Current health/ammo placement is tentative and is open to criticism and suggestions.
Resupply cabinets in Red spawn allow for too easy resupply for spamming Demomen and Soliders down onto C point. Top level of C to be closed in or obstructed and resupply cabinets to be placed in centre of Red spawn.
Point A encourages Red to camp the spawn and spam down to Blu spawn. Sight line to be adjusted to discourage Red from camping the point.
Defaced Blu posters to be designed and displayed in Red spawn to reinforce map synopsis that Red has overtaken the Blu base.
General prop placement, clipping and detail to be added.
Updated: 07/03/2010
Version: Final (final)
Size: 21.79MB
File: cp_takeback_mountain
Downloads: 95
Views: 659
RED have captured and overtaken BLU's secret mountain base.. and now they want it back!
Takeback Mountain is a 3 point CP map in the gameplay style of cp_gravelpit.







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