User:Irish Taxi Driver/cp industrial

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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