User:Irish Taxi Driver/cp industrial: Difference between revisions

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[[Image:Cp industrialcept2.jpg|thumb|right|Sketch over geometry, sketch by Fishbus]]
[[File:Cp industrialcept2.jpg|thumb|right|Sketch over geometry, sketch by Jamie 'Fishbus' Manson]]


== Overall Progress: 90% ==
== Overall Progress: 99.999% ==


'''Geometry:''' 90%
'''Geometry:''' 99%


'''Detail:''' 80%
'''Detail:''' 99%


'''Scripting:''' 100%
'''Scripting:''' 100%
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== General Information ==
== General Information ==


cp_industrial is a 'dustbowl' style Team Fortress 2 map in which BLU (Brewer's League United) must defend their brewery against RED. This map switches the attack/defend roles by having BLU defend and RED attack. The setting of the map is in and around BLU's massive brewery. Round 1 takes place inside the delivery section, with round 2 moving outdoors to the pumping station and drainage. Round 3 is BLU's excavation site.
cp_industrial is a 'dustbowl' style Team Fortress 2 map in which BLU (Brewer's League United) must defend their brewery against RED. This map switches the attack/defend roles by having BLU defend and RED attack. The setting of the map is in and around BLU's massive brewery...
 
..that is until the teams were swapped back. Now its BLU retaking their brewery from RED.


== Capture Point Layout And Progress ==
== Capture Point Layout And Progress ==
Line 25: Line 27:
Capture Point 3: Pump Room (CP3) (Complete)
Capture Point 3: Pump Room (CP3) (Complete)


Capture Point 4: Helipad (CP4) (Complete)
Capture Point 4: Checkpoint (CP4) (Complete)


'''Round 3''': Excavation (80%)
'''Round 3''': Excavation (95%)


Capture Point 5: Ravine (CP5) (Complete)
Capture Point 5: Ravine (CP5) (Complete)
Line 33: Line 35:
Capture Point 6: The Tower (CP6) (Complete)
Capture Point 6: The Tower (CP6) (Complete)


== Screenshots and Concepts ==
== Releases ==
 
*cp_industrial_b6 can be found here: http://www.fpsbanana.com/maps/84367
*(cp_industrial_b5 sucked and will not be linked)
*cp_industrial_b4 can be found here: http://www.fpsbanana.com/maps/67867
*cp_industrial_b3 can be found here: http://www.fpsbanana.com/maps/67264
*cp_industrial_b2 can be found here: http://www.fpsbanana.com/maps/62995
 
== Recent Progress (4/8/09) ==


== Recent Progress (4/13/08) ==
[http://itdgames.blogspot.com/]


*3D Skybox Added
*Respawn Timer tinkering
*Replaced all 45 degree stairs with 66 degree slopes.
*Fixed a few problems where teams could stand together on uncapped points and they'd still cap.
*Tightened up level boundaries
*Clipped the lights in the first courtyard so triple jump scouts can reach the attic above cap 1.
*Widened plank ramps at cap 1.
*Attempted to draw attention to the side stairs to the attic at point one through lights.
*Clipped beams and wall protrusions all across the map.
*Added some small lights to the attic above cap 1.
*Fixed some trigger outputs related to signs swapping before/after rounds.
*Played with some ideas to get rounds 2 and 3 more linear.


*Scripting complete! Map is playable in its entirety
== Known Problems (Beta 6) ==


*One way doors added in R3
(none)


== Influences ==
== Influences ==

Latest revision as of 02:42, 7 January 2024

Sketch over geometry, sketch by Jamie 'Fishbus' Manson

Overall Progress: 99.999%

Geometry: 99%

Detail: 99%

Scripting: 100%

General Information

cp_industrial is a 'dustbowl' style Team Fortress 2 map in which BLU (Brewer's League United) must defend their brewery against RED. This map switches the attack/defend roles by having BLU defend and RED attack. The setting of the map is in and around BLU's massive brewery...

..that is until the teams were swapped back. Now its BLU retaking their brewery from RED.

Capture Point Layout And Progress

Round 1: Internal (99%)

Capture Point 1: Lift Room (CP1) (Complete)

Capture Point 2: Keg Storage (CP2) (Complete)

Round 2: External (99%)

Capture Point 3: Pump Room (CP3) (Complete)

Capture Point 4: Checkpoint (CP4) (Complete)

Round 3: Excavation (95%)

Capture Point 5: Ravine (CP5) (Complete)

Capture Point 6: The Tower (CP6) (Complete)

Releases

Recent Progress (4/8/09)

[1]

  • Respawn Timer tinkering
  • Replaced all 45 degree stairs with 66 degree slopes.
  • Fixed a few problems where teams could stand together on uncapped points and they'd still cap.
  • Tightened up level boundaries
  • Clipped the lights in the first courtyard so triple jump scouts can reach the attic above cap 1.
  • Widened plank ramps at cap 1.
  • Attempted to draw attention to the side stairs to the attic at point one through lights.
  • Clipped beams and wall protrusions all across the map.
  • Added some small lights to the attic above cap 1.
  • Fixed some trigger outputs related to signs swapping before/after rounds.
  • Played with some ideas to get rounds 2 and 3 more linear.

Known Problems (Beta 6)

(none)

Influences

-BLU base in cp_well

-BLU geometry in ctf_2fort

-BLU buildings in cp_granary

-BLU buildings in cp_badlands