Checkmate (ctf05) has always been a favorite among RF players, but the map's gameplay often leaves much to be desired. Checkmate Pro sets out to solve those issues to the greatest extent possible, while retaining as much of the classic gameplay as it feasibly can.
The first version of this map was uploaded nearly two years ago. Since that time, the map has been played hundreds of time and tweaked along the way. Today, I'm releasing the final version - ctfcmpro.rfl.
Hope you enjoy!
For anyone who played the last version of this map (RC1), here's a changelog between that version and the final version:
- Fixed jumppad orientation
- Fixed texture issues on jumppads
- Fixed texture issues on rusty metal bars in each base
- Fixed minor texture issue in red base
- Reduced fog density
Here's a full listing of the notable changes between the original version of Checkmate and Checkmate Pro:
- Added second upper route out of each base (as it appears to have originally existed in Volition beta screenshots)
- Added additional health, armor, ammo, and SMG pickup to new upper route
- Added 2 new spawn points in base (on platform to new upper route)
- Added a new spawn point to mid for each base (on platform to new upper route)
- Added non-geo regions to floor sections
- Added non-geo region to large pillar in center of base
- Removed geo from bridges in mid
- Removed rail driver from each base, replaced with rocket launcher
- Removed rocket launcher from mid, replaced with rail (and raised up to require max length jump)
- Removed rocket ammo from mid, replaced with grenades
- Removed flamethrower and ammo from base, replaced with rocket ammo and assault rifle ammo
- Added super health to each base
- Normalized pickup heights and made pickups symmetrical
- Aligned all pickups and spawns to grid
- Increased fog far clip plane from 70m -> 145m
- Added decorative wall inset to either side of mid with team color coded lights
- Resolved minor texture, lighting, and portaling issues