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

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


== Overall Progress: 95% ==
== Overall Progress: 99.999% ==


'''Geometry:''' 95%
'''Geometry:''' 99%


'''Detail:''' 95%
'''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.
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 ==
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== Releases ==
== Releases ==


cp_industrial_b2 can be found here: http://www.fpsbanana.com/maps/62995
*cp_industrial_b6 can be found here: http://www.fpsbanana.com/maps/84367
 
*(cp_industrial_b5 sucked and will not be linked)
== Recent Progress (9/07/08) ==
*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
*3D Skybox overhauled
*cp_industrial_b2 can be found here: http://www.fpsbanana.com/maps/62995
 
*Round 3 gutted and overhauled
 
*CP 4 gutted and overhauled
 
*Beta 2 released
 
== Known Problems (Beta 2) ==


*Needs more signs. I'm aware of this and have hit the overlay limit placing directional signs for beta 3.
== Recent Progress (3/10/09) ==


*Cap times are a bit long. I've switched them over to dustbowl times along with the respawn adjusts.
*Skybox gutted and redone
*Teams switched
*Some minor changes to points
*New detail work


*Round 3 might need some more restructuring, everyone wants to go to cap 6 before cap 5. I'm open to suggestions to fix this.
== Known Problems (Beta 6) ==


*Round 2+3 cameras are not working and/or don't exist.
(none)


== Influences ==
== Influences ==

Revision as of 18:15, 10 March 2009

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 (3/10/09)

  • Skybox gutted and redone
  • Teams switched
  • Some minor changes to points
  • New detail work

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