- Aug 1, 2008
- 35
- 6
CP Munitions, Alpha 2a
4CP Push
Alpha build. For TF2Maps use only.
Greystone Munitions, an advanced weapons research facility, is on the cusp of going out of business. Its two best customers, RED and BLU, each seek to acquire the firm for themselves. In lieu of drawn-out bidding wars and contract negotiations, the two conglomerates decide to resolve the purchase in the manner they are most accustomed to. Who will prevail in this old-fashioned hostile takeover?
Munitions is a four control point Push map set in and around a neutral munitions lab. The two central points (one in the front courtyard, one in the building proper) begin neutral and unlocked. A team must hold both of these control points before they can capture the enemy's final point.
This is a very early build. Most textures are still developer textures. It does, however, feature basic lighting and signage. Playtesting should focus primarily on actual gameplay at this point, although I will still listen to aesthetic concerns.
All feedback is appreciated, even downright nasty stuff. Do not go easy on me just because this is my first map. It's the only way I'll learn how to make it better.
4CP Push
Alpha build. For TF2Maps use only.
Greystone Munitions, an advanced weapons research facility, is on the cusp of going out of business. Its two best customers, RED and BLU, each seek to acquire the firm for themselves. In lieu of drawn-out bidding wars and contract negotiations, the two conglomerates decide to resolve the purchase in the manner they are most accustomed to. Who will prevail in this old-fashioned hostile takeover?
Munitions is a four control point Push map set in and around a neutral munitions lab. The two central points (one in the front courtyard, one in the building proper) begin neutral and unlocked. A team must hold both of these control points before they can capture the enemy's final point.
This is a very early build. Most textures are still developer textures. It does, however, feature basic lighting and signage. Playtesting should focus primarily on actual gameplay at this point, although I will still listen to aesthetic concerns.
All feedback is appreciated, even downright nasty stuff. Do not go easy on me just because this is my first map. It's the only way I'll learn how to make it better.
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