User:Irish Taxi Driver/cp industrial

From Valve Developer Community
Jump to navigation Jump to search
Sketch over geometry, sketch by Jamie 'Fishbus' Manson

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