Updated to RC4:

- More aesthetic/lighting adjustments: New front doors, better lighting of the flooded basements etc.
- Replaced the loud soundscape at last with one that is much quieter.
- Replaced the recolored BLU wallpapers with my own variant.
Tried to address the feedback regarding the color correction in this update. All the dark wooden beams (with the burnt wood material from Mann Manor) have been replaced by beams with a much lighter value, thus greatly reducing the previously garish contrasts between the beams and the walls.
I found that when working with the cc from Lakeside Event you really have to be careful with the contrast in the texture palette - Lakeside itself has a palette of low contrasting, warm textures which complement the cc well.

Some phantom lighting has been added in dark spots - no more pitch-black ceilings.

Furthermore, the .nav is now packed and renamed .embed in the file, so it should work for the upcoming workshop version.

Perhaps I will upload some screens this weekend - I'm extremely busy ATM so it's very hard for me to find any spare time for mapping.
Updated to rc2

Only minor visual fixes and some new menu photos.
Currently working on some hotel themed props to spice the map up a little.
that's it
yeah
Finally - the map is now on the workshop!
55E8C3321AFD01B16A0824AF2F84D045A238C7F5

It has been a long road... but I believe the map is done now for good.
I was hoping I could get it out a little bit earlier. As it stands now, I don't really think it has a chance to be picked for the Halloween update (especially with all the fantastic Halloween maps you guys have made this year - you are really raising the bar!) but it has been a tremendous learning experience for me and nice finally finishing one of my maps!

Enough babbling - on to the changelog!
  • Decreased cap time for the last point.
  • Added blockbullet brush to the last points platform.
  • Retextured the last point - and removed all the excess blood.
  • New minor lighting pass.
That's it!
See ya around
So here's a quick update that was originally scheduled to be released Friday, but I suddenly had to attend an Oktoberfest party (that already started 12-AM) instead. So instead I postponed the update. Life is tough life huh?

Now on to the changes!
  • Lighted up the final area thanks to the power of phantom lights!
  • Packed the .nav into the file. (Does this break workshop maps or is that a rumor?).
  • Opened up a lot of doorways around 2nd. This should also increase the visibility of the stairs connecting the 2nd floor with the 3rd floor (nobody used these stairs in the playtest).
  • Added an additional spell at last and moved them into more visible positions (nobody found the lonely spellbook above last)
  • removed a spell from middle.
  • Reduced edicts to 1291.
  • Increased 2nd's time to cap to 10 seconds, and last's time to cap to 7 seconds (both of these times are for scout capping speed). I feel this is a change that makes the map a whole lot more enjoyable, since the teams actually have to fight for the last cp, and the areas between 2nd/last get a lot more usage.
  • The map does not suffer from leaks, I have never released a map that suffers from leaks and I will never release a leaking map. It's the HDR + colorcorrection + textures with low reflectivity that creates the super dark areas. Just a heads up.
Additionally, I know that you guys hate cp_well and think it's puzzling why I chose to make a Halloween version of the worst 5cp map in TF2. But that's exactly why I chose cp_well: I believe it can be a very fun map if some of its issues are addressed. Also, well rhymes with hell hehe.
Updated cp_well_event to b2a (yeah sorry about the strange version-ing)
Also known as:
The Spooky update!
mMrltfn.jpg


  • Added timeout event: When the timer runs out, several team-colored skeletons spawn from your last captured control point! The team which owns the most cp's will be awarded six skeleton kings, while the team with the disadvantage will only have two. The intention is that this event will push the winning team to a victory, with the losing team still having a chance to defend itself. Remember to download the .nav file or generate your own with nav_generate!
  • Decreased the timers initial/max time to five minutes.
  • Capturing a point only awards you two minutes.
  • Fixed the chickenwire fence at 2nd being non-solid.
  • Various other small changes and fixes.
Note: currently, the edict count of the map, when there are no players around, is around 1360. Normally, everything under 1400 is stable, but since this is a Halloween map with spells and skeletons, this might cause problems. Please notify me if you get the "no free edicts" error.

Link to .nav file: https://www.dropbox.com/s/ic763hnwomwnph0/cp_well_event_b2a.nav?dl=0