- Jun 17, 2009
- 85
- 38
cp_alley takes the Gravelpit style of nested control points and expands upon them. In short: Points A & B unlock both C & D. Points C & D are needed to unlock the last Point, Point E.
The map is arranged to give RED free reign of the center alley of the map, which has two one-way entrances for each point available to them. This advantage is only for the first four points, as when both C & D fall, BLU is free to roam the alley way and use the doors to attempt to finish off E. This may seem like a lot of specific traffic control, but I think it might work out nicely. I really look forward to playtesting to see how it works out.
The theme of the map is planned to be industrial complex exteriors with spy-techy interiors (especially Point E, you may guess why when you play ). The big awkward blocky geometry around the edges and middle are placeholder for a myriad of buildings the players weave through. I did a bit of detailing, mostly just some bits in the alley, to kind of show what direction I had in mind.
This is my very first TF2 map that I intend to complete (after some false starts learning). I've been messing around with mapping since the days of WolfEdit, DOOM, Quake and a bit of UT, but I'm still very much new to the Source engine, so this represents my first real effort in TF2 mapping. Everyone in the community has been really helpful so far and I look forward to their critiques and suggestions as this map develops.
Changelog
a2
*All doors open faster and have larger trigger brushes, the "slow moving" doors that open once have been significantly sped up
*Reduced scale of almost every area, added additional geometry for traffic/sniper line purposes
*Reworked most of Points A and D, closed off most verticality in Point E
*Started optimization w/ nodraw and occludes
a1
* Initial creation + many internal revisions
The map is arranged to give RED free reign of the center alley of the map, which has two one-way entrances for each point available to them. This advantage is only for the first four points, as when both C & D fall, BLU is free to roam the alley way and use the doors to attempt to finish off E. This may seem like a lot of specific traffic control, but I think it might work out nicely. I really look forward to playtesting to see how it works out.
The theme of the map is planned to be industrial complex exteriors with spy-techy interiors (especially Point E, you may guess why when you play ). The big awkward blocky geometry around the edges and middle are placeholder for a myriad of buildings the players weave through. I did a bit of detailing, mostly just some bits in the alley, to kind of show what direction I had in mind.
This is my very first TF2 map that I intend to complete (after some false starts learning). I've been messing around with mapping since the days of WolfEdit, DOOM, Quake and a bit of UT, but I'm still very much new to the Source engine, so this represents my first real effort in TF2 mapping. Everyone in the community has been really helpful so far and I look forward to their critiques and suggestions as this map develops.
Changelog
a2
*All doors open faster and have larger trigger brushes, the "slow moving" doors that open once have been significantly sped up
*Reduced scale of almost every area, added additional geometry for traffic/sniper line purposes
*Reworked most of Points A and D, closed off most verticality in Point E
*Started optimization w/ nodraw and occludes
a1
* Initial creation + many internal revisions
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