- Jul 20, 2010
- 13
- 1
cp_blueline_b1 - Version Beta 1v2 -
Blueline is a single-round assault map in an urban setting. BLU team emerges from a subway station to attempt to capture RED's control points: a fountain courtyard on street level, and then an indoor arboretum on the second floor, and then _____________.
The action takes place across five levels of vertical space, with many areas only certain classes can reach.
BLU has three (4 built, 1 disabled) exit gates from their spawn: Two on street-level and one on 1st story level.
RED has a 60 second set-up time with two exits from their spawn: A descending ramp and a drop through an elevator shaft.
------------status-------------
beta1 testing
----------to come-----------
>I'm planning on adding a third control point focusing on longer-range combat in the next version.
>Invisible walls will glaze over a lot of surfaces to make movement against world brushes smoother
>Texturing, lighting, props, details, etc etc will be changed and added in the next version to give the level an increasingly finished feel.
----------know issues------
--------------------------------
more screenshots forthcoming.
Thanks so much for any feedback! I'd love to see some responses to walkthroughs or playtests.

Blueline is a single-round assault map in an urban setting. BLU team emerges from a subway station to attempt to capture RED's control points: a fountain courtyard on street level, and then an indoor arboretum on the second floor, and then _____________.
The action takes place across five levels of vertical space, with many areas only certain classes can reach.
BLU has three (4 built, 1 disabled) exit gates from their spawn: Two on street-level and one on 1st story level.
RED has a 60 second set-up time with two exits from their spawn: A descending ramp and a drop through an elevator shaft.
------------status-------------
beta1 testing
----------to come-----------
>I'm planning on adding a third control point focusing on longer-range combat in the next version.
>Invisible walls will glaze over a lot of surfaces to make movement against world brushes smoother
>Texturing, lighting, props, details, etc etc will be changed and added in the next version to give the level an increasingly finished feel.
----------know issues------
--------------------------------
more screenshots forthcoming.
Thanks so much for any feedback! I'd love to see some responses to walkthroughs or playtests.
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