cp_scrapped is a 5cp map meant to bring to life an unreleased version of Badlands from before TF2's launch.
The map was seen in some screenshots uploaded to Behance by a Sr. Environment Artist for Valve who worked with the company from 2005-2011.
The 5 screenshots can be viewed here: http://imgur.com/a/14PNJ
The pictures were part of a large dump of screenshots and concept art, which included screenshots from Left 4 Dead 2, Day of Defeat and Half Life 2, Episode 2.
Original Post here: https://www.behance.net/gallery/894384/Valve-Software-Sr-Environment-Artist-2005-2011
cp_scrapped is currently in a1. It is also the first map I have really committed to making and publishing. As I am relatively inexperienced with Hammer, there are a few things in this current version that I am aware of as being issues:
* The spawn doors are not tied to points. They are team filtered, however any spawn room can be accessed at any time by a corresponding team member. This is because I had no idea how to properly tie them to control points. This will be fixed when I git gud and learn to make spawn doors work right. The spawnpoints themselves are all correct though, rest assured.
* Brushwork is very sloppy because this is an early version that will likely be rebuilt considerably in future revisions.
* Some relatively basic optimizing has been done. I didn't do any func_detail brushes, however non-visible surfaces have had nodraw applied.
* Rooftops, stairs and boundaries of map are properly clipped.
* Textures are present on an a1 because of two reasons. First, a month long road trip on which I could only work on the map, not actually upload or play it, and secondly, because nothing but dev textures is disorienting and awful looking. The first impression matters in if the first impression is rd_asteroid/cp_orange knockoff, the map may be hindered in being given a chance.
* Currently, a small Easter Egg (If even that) is present. It is a reference to the recent comics. In every large release I will hopefully be able to add something new. For now though, just know that yes, that little somethin' somethin' is a reference to the comics.
* Custom assets are packed (confirmed thru testing by a friend). Credits go to:
Void and Rexy, Computer Screen Bank
http://forums.tf2maps.net/downloads.php?do=file&id=3833
Rexy, Vending Machine
http://forums.tf2maps.net/downloads.php?do=file&id=3687
Rexy, Tech Doors
http://forums.tf2maps.net/downloads.php?do=file&id=2857
Rexy, Portable Toilet
http://forums.tf2maps.net/downloads.php?do=file&id=4251
Acumen, Chair.
http://forums.tf2maps.net/downloads.php?do=file&id=2726
* I'm still new to making maps, so there are a lack of arrows to send people towards the point. I did my best to always make routes that connect points have an arrow within field of view, though there may be some areas lacking marking they should have. Please leave feedback about locations where there should be directional markers.
Please leave feedback once you've run around the map a bit. Hopefully I can make some improvements before this gets pushed to a gameday on the server.
The map was seen in some screenshots uploaded to Behance by a Sr. Environment Artist for Valve who worked with the company from 2005-2011.
The 5 screenshots can be viewed here: http://imgur.com/a/14PNJ
The pictures were part of a large dump of screenshots and concept art, which included screenshots from Left 4 Dead 2, Day of Defeat and Half Life 2, Episode 2.
Original Post here: https://www.behance.net/gallery/894384/Valve-Software-Sr-Environment-Artist-2005-2011
cp_scrapped is currently in a1. It is also the first map I have really committed to making and publishing. As I am relatively inexperienced with Hammer, there are a few things in this current version that I am aware of as being issues:
* The spawn doors are not tied to points. They are team filtered, however any spawn room can be accessed at any time by a corresponding team member. This is because I had no idea how to properly tie them to control points. This will be fixed when I git gud and learn to make spawn doors work right. The spawnpoints themselves are all correct though, rest assured.
* Brushwork is very sloppy because this is an early version that will likely be rebuilt considerably in future revisions.
* Some relatively basic optimizing has been done. I didn't do any func_detail brushes, however non-visible surfaces have had nodraw applied.
* Rooftops, stairs and boundaries of map are properly clipped.
* Textures are present on an a1 because of two reasons. First, a month long road trip on which I could only work on the map, not actually upload or play it, and secondly, because nothing but dev textures is disorienting and awful looking. The first impression matters in if the first impression is rd_asteroid/cp_orange knockoff, the map may be hindered in being given a chance.
* Currently, a small Easter Egg (If even that) is present. It is a reference to the recent comics. In every large release I will hopefully be able to add something new. For now though, just know that yes, that little somethin' somethin' is a reference to the comics.
* Custom assets are packed (confirmed thru testing by a friend). Credits go to:
Void and Rexy, Computer Screen Bank
http://forums.tf2maps.net/downloads.php?do=file&id=3833
Rexy, Vending Machine
http://forums.tf2maps.net/downloads.php?do=file&id=3687
Rexy, Tech Doors
http://forums.tf2maps.net/downloads.php?do=file&id=2857
Rexy, Portable Toilet
http://forums.tf2maps.net/downloads.php?do=file&id=4251
Acumen, Chair.
http://forums.tf2maps.net/downloads.php?do=file&id=2726
* I'm still new to making maps, so there are a lack of arrows to send people towards the point. I did my best to always make routes that connect points have an arrow within field of view, though there may be some areas lacking marking they should have. Please leave feedback about locations where there should be directional markers.
Please leave feedback once you've run around the map a bit. Hopefully I can make some improvements before this gets pushed to a gameday on the server.
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