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 Fishbus]]


== Overall Progress: 62% ==
== Overall Progress: 70% ==


'''Geometry:''' 70%
'''Geometry:''' 70%


'''Detail:''' 55%
'''Detail:''' 65%


'''Scripting:''' 60%
'''Scripting:''' 75%


== General Information ==
== General Information ==
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== Capture Point Layout And Progress ==
== Capture Point Layout And Progress ==


'''Round 1''': Internal (100%)
'''Round 1''': Internal (99%)


Capture Point 1: Lift Room (CP1) (Complete)
Capture Point 1: Lift Room (CP1) (Complete)
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Capture Point 2: Keg Storage (CP2) (Complete)
Capture Point 2: Keg Storage (CP2) (Complete)


'''Round 2''': External (50%)
'''Round 2''': External (75%)


Capture Point 3: Pump Room (CP3) (Geometry Complete)
Capture Point 3: Pump Room (CP3) (Geometry Complete)
Line 27: Line 27:
Capture Point 4: Drainage (CP4) (Complete)
Capture Point 4: Drainage (CP4) (Complete)


'''Round 3''': Administration (20%)
'''Round 3''': Administration (30%)


Capture Point 5: Reception (CP5) (Planning Complete)
Capture Point 5: Reception (CP5) (Planning Complete)
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== Screenshots and Concepts ==
== Screenshots and Concepts ==


== Recent Progress (1/28/08) ==
== Recent Progress (2/10/08) ==


*Wire string #14 added...
*Overlay error worked out and fixed. Haven't seen it really mentioned anywhere. Mentioned it on the overlay tool talk page.


*Round 2 rigging mostly done; ready for playtesting.
*Overhauled the first and second outdoor areas, made liberal use of displacements and overlays.


*Round 1 finalized
*Extended the other side of the ravine out in the second outdoor area, currently filling out with geometry and props.


*Outdoor area 1 expanded
*Few parts of cap 4 expanded and modified to make room for round 3.
 
*Outdoor area 2 expanded


== Influences ==
== Influences ==

Revision as of 22:54, 9 February 2008

Sketch over geometry, sketch by Fishbus

Overall Progress: 70%

Geometry: 70%

Detail: 65%

Scripting: 75%

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 will be BLU's administration section and their brewing lab.

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 (75%)

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

Capture Point 4: Drainage (CP4) (Complete)

Round 3: Administration (30%)

Capture Point 5: Reception (CP5) (Planning Complete)

Capture Point 6: Brewing Laboratory (CP6) (Planning Complete)

Screenshots and Concepts

Recent Progress (2/10/08)

  • Overlay error worked out and fixed. Haven't seen it really mentioned anywhere. Mentioned it on the overlay tool talk page.
  • Overhauled the first and second outdoor areas, made liberal use of displacements and overlays.
  • Extended the other side of the ravine out in the second outdoor area, currently filling out with geometry and props.
  • Few parts of cap 4 expanded and modified to make room for round 3.

Influences

-BLU base in cp_well

-BLU geometry in ctf_2fort

-BLU buildings in cp_granary