cp_ironbowl_b1

hydrage

L1: Registered
Apr 9, 2008
49
7
cp_ironbowl_b1

CP_IRONBOWL
Beta 1 Release

Author: John "hydrage" Pafford
Email: Dev.Ironbowl@gmail.com
File: cp_ironbowl_b1.bsp (all custom resources are embedded)


Description:
This is the initial beta release for Ironbowl. This is a multi-stage attack/defend control point map, similar to Dustbowl. Unlike Dustbowl, there is no forced respawn between rounds; instead, a series of "LaserGates" will open up allowing access to the next stage. The defending team (Red) has 60 seconds of setup time at the beginning of the game, and 30 seconds of setup time between stages.

Objective:
BLU Team wins by capturing all Control Points for each of the three stages A, B, and C before the time runs out. RED Team wins by preventing all the points from being captured.

Special Notes:
After capturing Point A, some of RED Team's LaserGates will shut off, enabling BLU Team to access Point B. After capturing Point B, more of RED Team's LaserGates will shut off, enabling BLU Team to access Point C.

Other Notes:
Control Points cannot be captured while they are locked. RED can recapture the Midpoints if they are unlocked.

Unnecessary Notes:
The opposing team's LaserGates WILL hurt you...​


Developer Notes:
I have tried to design the map so that each of the nine classes have areas suitable to their abilities:

Engineers
- lots of possible sentry-gun placements
- plenty of ammopacks to replenish metal during setup time between stages
- a few tucked away locations near the front lines (and behind them) that are suitable for teleporters

Pyros
- lots of corners and several "figure-8" pathways, to aid ambushing and flanking
- several areas where healthkits are rare, enabling victims to burn longer

Demomen
- lots of tight winding corridors for planting stickies and bouncing pipebombs
- a few places to sticky-jump a great distance, and then pick up a nearby healthkit

Scouts
- lots of places to double-jump to raised platforms
- lots of places to double-jump from platform to platform over lower elevations

Snipers
- several long distance corridors
- a defensive sniper nest for each stage

Soldiers
- lots of places to rocket-jump to raised platforms
- several multilevel areas, creating advantages for higher elevation

Spies
- lots of nooks to hide in while disguising and/or cloaking
- several "figure-8" pathways to aid infiltration

Heavies
- a handful of chokepoints, with concealed nooks nearby for medics and dispensers

Medics
- plenty of cover


Questions/Comments:
Please send any feedback to me at the provided email address. Let me know of any glitches, exploits, imbalances, misaligned textures, unclipped geometry or props, catastrophic failings, negligible foibles, or anything else that you think could be improved.


Scheduled for Beta 2:
- inclusion of a 3D skybox
- inclusion of a soundscape
- detail geometry/props for the spawn rooms
- better texturing and cubemaps
- fixes for any issues that are emailed to me (...so email them to me!)




©2008 John "hydrage" Pafford
All Rights Reserved
 

R3dRuM

L6: Sharp Member
Feb 13, 2008
303
19
Wow, very nice, seems to be a solid map, downloading now.

Very expecting, no WIP thread :D
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
It's definitely a neat idea for a map.

Something I noticed, though, was that the mid-points gave points every time they're captured. If they're flipping back and forth a lot (which I can see happening on a few of them), players might bump up against the point limit for the map before the map's even complete. Might want to only assign points for A/B/C to the offense, and maybe if the defense pulls off a win give them points for each main point that's uncapped. (So if A's un-capped, give them three. If they take A but hold B give them two, etc.)
 

hydrage

L1: Registered
Apr 9, 2008
49
7
You raise a good point about the point limit. I suppose some servers might changelevel just based on that, and end the map prematurely. I'll see if I can get the control points to work like you suggested. (Right now, I think I just had them giving off points by default.)