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

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*cp_industrial_b2 can be found here: http://www.fpsbanana.com/maps/62995
*cp_industrial_b2 can be found here: http://www.fpsbanana.com/maps/62995


== Recent Progress (3/10/09) ==
== Recent Progress (4/8/09) ==


*Skybox gutted and redone
[http://itdgames.blogspot.com/]
*Teams switched
 
*Some minor changes to points
*Respawn Timer tinkering
*New detail work
*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) ==
== Known Problems (Beta 6) ==

Revision as of 11:40, 8 April 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 (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