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 01:44, 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