User:Irish Taxi Driver/cp industrial
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