New Submission: cp_vulture_a2

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Downloads: A new file has been added by MrMuffinMan:

cp_vulture_a2

README
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Custom Team Fortress 2 Map
Vulture (cp_vulture_a2)
Alpha version 2 (Playtest version)
Made by Fredrik "MrMuffinMan" Johannessen

DESCRIPTION
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Vulture is a Control Points map in the style of Valve's Dustbowl map. There are
three stages, and in all of them, BLU has to capture RED's two Control Points.
Winning one round means a score for BLU and the game advances to the next
round. If RED manages to defend for an entire round or if BLU wins all three,
the teams switch.

Programs used: Source SDK (Hammer Editor) and Pakrat

REVISION LOG
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03/02/09
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Released version a2
- Stage 1
- Added water to the bottom of the pit by the first point.
- Added lots of cover to the the first area.
- Added a new building near the bridge in the first area.
- Completely redesigned the first capture area.
- Changed location of RED's spawn door to be slightly closer to the point.
- Added a small room and a sentry position near the second point.
- Stage 2
- Slightly streamlined movement from BLU spawn to point 1.
- Removed a big chokepoint between point 1 and point 2.
- Removed an unnecessary health + ammo couple.
- Changed BLU's "safe room" (the room with the one-way door) slightly.
- Gave BLU easy access to the rooftop by point 2.
- Gave RED access to BLU's setup room (not spawn) after setup is over.
- Fixed a bug with players being able to enter stage 3 directly after stage 2
is won by BLU, but before the next round actually starts.
-Stage 3
- Gave RED access to BLU's setup room (not spawn) after setup is over.
- Minor changes to the area outside the first point.
- RED's upper spawn door is no longer closed after first cap
- General
- Increased size of most doorways.
- Decreased size of all stair steps from 1:1 to 1:2.
- Increased fog distance (fog is less intense).
- Decreased RED's spawn time.

15/01/09
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Released version a1c.
- Added a sign to make it easier to see Control Point 3-1.
- Fixed a problem where setup gates for stages 1 and 2 did not open at all.
- Changed ground texture to make it easier on the eyes.

13/01/09
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Released version a1b.
- Fixed an issue where RED could not win.

12/01/09
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Released version a1a.
- Collisions for a door in RED's second spawn are corrected (Previously,
collisions were on even when the door was disabled).
- Outputs from a tonemap_global entity were accidentally added, now removed.

11/01/09
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Released version a1.

KNOWN ISSUES
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- You can get stuck on fences by BLU's second and third spawns.
- BLU only scores a point for winning all three stages.
- Signs that are supposed to disappear stick out of the ground afterwards.
- Stage 2-1 has some cliffs with the wrong texture.

CONTACT AND FEEDBACK
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You can contact me at kirderf22@hotmail.com

If you would like to provide feedback, send an e-mail to that address or go to
TF2maps.net and look for my WIP thread or my blog. I appreciate all feedback.

TO SERVER ADMINS
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If you would like to host this map on your server, please do so! Since it's
currently a test map, I'd be very happy to know how I can possibly get any
feedback from your hosting, or the IP address for your server, so I can see for
myself how people like it. Thank you in advance for any cooperation.

THANKS!
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Thanks a lot to...

- The TF2maps.net community, all its members and its server
- "Youme" for red and blue developer textures
- "Nineaxis" for poster overlays
- "Oxy" for the ambulance model
- The creators of VMEX and Pakrat
- Everyone who has helped testing, including all server owners and playtest
arrangers (Sorry, the list is getting too long to include all of you!)
- Valve
 

drp

aa
Oct 25, 2007
2,273
2,628
lol sorry. im working on a skin and your top "=============================" was breaking the layout.