cp_castle4 Castle - cp_castle4 ====================================================== MAP INFORMATION- Title: cp_castle4 Version: Final 4.0 Filename: cp_castle4.bsp Created By: David Lohmeyer - REV6|VilePickle Author Email: email@example.com Type: CP - Dustbowl style Web: http://www.vilepickle.com Compile Date: 5/11/2008 Development Cycle: Beta 1 -> Beta 2 -> Beta 3 -> Final 1.0 -> Final 2.0 -> Final 3.0 -> V4 Beta 1 -> V4 Beta 2 -> V4 Beta 3 -> Final 4.0 ====================================================== FINAL 4.0 CHANGES/FIXES: If you disliked this map before, you may wish to try it again. The changes are extensive, and it is a very different map. From V4 Beta 3: Stage 1- -Moved health/ammo near 1-2 dropdown closer to the doors into the CP area. Stage 3- -Added health/ammo where the old fog pit used to be -Added tunnel for defense to get up to the side attacking ramp -Reduced cap time on 3-2 from 10 sec for 1 player to 8 From Castle3: General- -Outside lighting less harsh -Timers changed to match Dustbowl (starts at 4:30), except 3-1, which adds 3:00 -All stages have seen massive visual updates -Lighting has been improved all around -All stages have seen optimization updates -3D skybox added. Nothing spectacular, but it looks better in areas -All spawn rooms have been updated to look like regular TF2 spawn rooms -Gameplay props that could fade out in Direct X 8 no longer fade out -Player clip ceilings in all areas have been raised -Lanterns on walls are no longer solid to get stuck on -Health and ammo packs can no longer fade out at a distance (remnant from early TF2 mapping) Stage 1- -CP 1-1 added to the stage -CP 1-1 is housed in a building, replacing the small bridge. This adds more cover outside -RED now has a spawn exit that is not easily camped Stage 2- -One RED spawn door is now elevated and has cover -BLU has additional elevation on one of its old attack routes via a ramp -RED can now defend 2-1 slightly easier with a new platform near the CP and larger ammo packs -Additional direction signs added -Sticky bombs can no longer be tossed over the start gate -Defenders can no longer push into BLU's main hallway -BLU's first hallways now have roofs to provide better FPS and more cover Stage 3- -BLU starting gate moved towards the spawn room -Sticky bombs can no longer be tossed over the start gate (but you can make smiley faces on the invisible barrier -RED can no longer pass BLU's starting gate after round start -CP 3-1 moved towards the BLU starting area more -CP 3-2 moved to the end of the bridge, and half of the inside castle area removed -There is now a way out of the 3-2 canal that doesn't lead into RED's area -The left side before the 3-2 bridge now provides better sniper cover -There is now an elevated building before 3-1 to easier mount an assault on the point -There is now a place to setup on defense by 3-1 that cannot easily be flanked, but is on ground level -Smoke cloud in the canal removed ---------------- FINAL 3.0 CHANGES: BUGFIX: Players can no longer get over the Cp wall behind stage 1 and become trapped in a void area. BUGFIX: Players no longer see invisble walls when on top of the CP2A mini-walls. ---------------- FINAL 2.0 CHANGES: General- -Better optimization added to all 3 stages. -Most models have their fade distance set, so rocks across the map won't be drawn anymore. -New scoring system now in place: a point is added for each CP capped. -Detail added to the spawn rooms. -Decals changed to overlays, improving their quality and making them visible to all. Stage 1- -Windows added to the towers in stage 1 and 2. -A large castle wall has been added behind the stage to prevent excessive drawing from stage 2. At the right dropdown, FPs increased about 20. Stage 2- -An alternate route for blue is now in place before the traditional starting hallway. This should stop it from being a huge chokepoint, as there is already a chokepoint later in the stage (breaking through RED's spawn waves at 2B) -Area mostly retextured to distinguish it from Stage 1. Stage 3- -The keep walls are textured differently to give the area some variety. -Minor see through brush fixed. -Smoke cloud is slightly less intense. -An alternate door at the side entrance to CP 3B has been added. -The CP stand for 3B has been lowered. Scouts can now double-crouch jump onto it from either side (the front requires the boxes) ---------------- FINAL 1.0 CHANGES: Stage 1- -Added small health/ammo to far dropdown entrance of inside castle. -Added a wall inside the castle to prevent excessive sniper spam. -Wood fences added inside the castle. Stage 2- -An additional CP has been added to this area half way through. It will add 4.5 minutes to the timer when taken. -More crate cover added to far path. -A wall has been added to the far path to block LOS to the red resupply, cutting down on sniper spam. -Tweaked some health and ammo packs. -The wall leading to the last CP has switched sides in attempt to bring better flow to the CP. Stage 3- -The main bridge has been redone visually and now has a cover over it. This should also help with excessive sniping. -Soldiers can no longer unintentially get on top of the starting wall. -Tweaked some health and ammo packs. -Some wall locations have been adjusted inside the final fortress to increase flow to the last CP. -Additional signs added. General- -Visually many details have been added everywhere. -More optimization added in every area. -Sun brightness reduced slightly. -All areas now have 18 spawn points assigned. -Many flatter areas have been modified to be more uneven. -Rocks have been recolored to better match the surroundings. -All CP's now take 6 seconds to capture. This is a small change only to area 2. -Timers have been revised with the addition of the double-CP areas. The net result is mostly identical timings, but it has been streamlined. They are as follows: Area 1 - Start: 7.5 minutes Area 1 - Capture: Add 4.5 minutes Area 2A - Capture: Add 4.5 minutes Area 2B - Capture: Add 4.5 minutes Area 3A - Capture: Add 4.5 minutes ---------------- BETA 3.0 CHANGES: Stage 1- -Added another door on the right side inside the castle for offense. -Time to capture the CP has been reduced 2 seconds. -Added more sniper cover in the castle itself. -Players can now rocket jump on top of the middle wall inside the castle. Stage 2- -Time to capture the CP has been reduced 1 second. -Sniper cover has been added near the defense resupply. -Extra exit added to red resupply to prevent excessive spam. -Tweaked the size of some ammo and health, and added some health/ammo for offense. Stage 3- -A new CP has been added to this area before the bridge for offense to capture. This will give an additional 4 minutes to capture the last area when taken. -An additional "bridge" to the castle has been added in the form of a wooden plank halfway across the canal. -Extra exit added to red resupply to prevent excessive spam. -Tweaked the size of some ammo and health. -Health kits added in several locations for offense. -Added cover in two locations inside the castle against "sniper spam". -Time to capture the last CP has been reduced 2 seconds. General- -Issue with respawn walls showing up on a delay in some cases should be fixed. -All round timers have had 30 seconds added to them, bringing the timers to 7.5 minutes. -Various visual tweaks and additional signs added. ---------------- BETA 2.0 CHANGES: Stage 1- -Increased timer from 4.5 minutes to 7 minutes. -Added a second resupply locker to blue's starting spawn. -Added cover inside and outside. -Added an alternate path to the CP, closer to the far right castle entrance. -Removed health and ammo from the CP platform. Stage 2- -Added cover to the far hall. Stage 3- -Removed invisible wall near red resupply. -Modified down the size of ammo packs for defense. General- -Tweaked sun color and intensity ====================================================== DEVELOPMENT: Program: Hammer Compile Time: 1 hour Compile PC: Core 2 Duo 6400, 2GB RAM ====================================================== INSTALLATION: Extract the zip file to ...Steam/steamapps/$$Your Steam ID$$/team fortress 2/tf/maps Create a server with cp_Castle4 ====================================================== ©2008 David Lohmeyer. All Rights Reserved Team Fortress 2 is a registered trademark of Valve Software.