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]] | [[Image:Cp industrialcept2.jpg|thumb|right|Sketch over geometry, sketch by Jamie 'Fishbus' Manson]] | ||
== Overall Progress: | == Overall Progress: 95% == | ||
'''Geometry:''' | '''Geometry:''' 95% | ||
'''Detail:''' | '''Detail:''' 95% | ||
'''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. | ||
== Capture Point Layout And Progress == | == Capture Point Layout And Progress == | ||
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Capture Point 3: Pump Room (CP3) (Complete) | Capture Point 3: Pump Room (CP3) (Complete) | ||
Capture Point 4: | Capture Point 4: Checkpoint (CP4) (Complete) | ||
'''Round 3''': Excavation ( | '''Round 3''': Excavation (95%) | ||
Capture Point 5: Ravine (CP5) (Complete) | Capture Point 5: Ravine (CP5) (Complete) | ||
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Capture Point 6: The Tower (CP6) (Complete) | Capture Point 6: The Tower (CP6) (Complete) | ||
== | == Releases == | ||
cp_industrial_b2 can be found here: http://www.fpsbanana.com/maps/62995 | |||
== Recent Progress (9/07/08) == | |||
* | *3D Skybox overhauled | ||
* | *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. | |||
*Cap times are a bit long. I've switched them over to dustbowl times along with the respawn adjusts. | |||
*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. | |||
*Round 2+3 cameras are not working and/or don't exist. | |||
== Influences == | == Influences == |
Revision as of 02:44, 7 September 2008
Overall Progress: 95%
Geometry: 95%
Detail: 95%
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.
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
cp_industrial_b2 can be found here: http://www.fpsbanana.com/maps/62995
Recent Progress (9/07/08)
- 3D Skybox overhauled
- 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.
- Cap times are a bit long. I've switched them over to dustbowl times along with the respawn adjusts.
- 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.
- Round 2+3 cameras are not working and/or don't exist.
Influences
-BLU base in cp_well
-BLU geometry in ctf_2fort
-BLU buildings in cp_granary
-BLU buildings in cp_badlands