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: 70% ==
== Overall Progress: 75% ==


'''Geometry:''' 70%
'''Geometry:''' 90%


'''Detail:''' 65%
'''Detail:''' 50%


'''Scripting:''' 75%
'''Scripting:''' 75%
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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. 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.
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 is BLU's excavation site.


== Capture Point Layout And Progress ==
== Capture Point Layout And Progress ==
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Capture Point 2: Keg Storage (CP2) (Complete)
Capture Point 2: Keg Storage (CP2) (Complete)


'''Round 2''': External (75%)
'''Round 2''': External (90%)


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


Capture Point 4: Drainage (CP4) (Complete)
Capture Point 4: Drainage (CP4) (Complete)


'''Round 3''': Administration (30%)
'''Round 3''': Excavation (50%)


Capture Point 5: Reception (CP5) (Planning Complete)
Capture Point 5: Excavation Enterence (CP5) (Geometry Complete)


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


== Screenshots and Concepts ==
== Screenshots and Concepts ==


== Recent Progress (2/10/08) ==
== Recent Progress (3/07/08) ==


*Overlay error worked out and fixed. Haven't seen it really mentioned anywhere. Mentioned it on the overlay tool talk page.
*Time of day changed, Industrial is now a night-time map. (Previously used cp_well's skybox and brightness values)


*Overhauled the first and second outdoor areas, made liberal use of displacements and overlays.
*New skybox added, built by Fishbus.


*Extended the other side of the ravine out in the second outdoor area, currently filling out with geometry and props.
*Cap 4 overhauled, now a helipad.


*Few parts of cap 4 expanded and modified to make room for round 3.
*Play geometry complete! Scripting needs to be done for a playable beta though.
 
*Cap 5 geometry added
 
*Cap 4 geometry added


== Influences ==
== Influences ==
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-BLU buildings in cp_granary
-BLU buildings in cp_granary
-BLU buildings in cp_badlands

Revision as of 09:18, 7 March 2008

Sketch over geometry, sketch by Fishbus

Overall Progress: 75%

Geometry: 90%

Detail: 50%

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 is BLU's excavation site.

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 (90%)

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

Capture Point 4: Drainage (CP4) (Complete)

Round 3: Excavation (50%)

Capture Point 5: Excavation Enterence (CP5) (Geometry Complete)

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

Screenshots and Concepts

Recent Progress (3/07/08)

  • Time of day changed, Industrial is now a night-time map. (Previously used cp_well's skybox and brightness values)
  • New skybox added, built by Fishbus.
  • Cap 4 overhauled, now a helipad.
  • Play geometry complete! Scripting needs to be done for a playable beta though.
  • Cap 5 geometry added
  • Cap 4 geometry added

Influences

-BLU base in cp_well

-BLU geometry in ctf_2fort

-BLU buildings in cp_granary

-BLU buildings in cp_badlands