cp_ironbowl_b1

Discussion in 'Maps' started by hydrage, Apr 20, 2008.

  1. hydrage

    hydrage L1: Registered

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    cp_ironbowl_b1

    CP_IRONBOWL
    Beta 1 Release

    Author: John "hydrage" Pafford
    Email: Dev.Ironbowl@gmail.com
    File: cp_ironbowl_b1.bsp (all custom resources are embedded)


    Description:
    This is the initial beta release for Ironbowl. This is a multi-stage attack/defend control point map, similar to Dustbowl. Unlike Dustbowl, there is no forced respawn between rounds; instead, a series of "LaserGates" will open up allowing access to the next stage. The defending team (Red) has 60 seconds of setup time at the beginning of the game, and 30 seconds of setup time between stages.

    Objective:
    BLU Team wins by capturing all Control Points for each of the three stages A, B, and C before the time runs out. RED Team wins by preventing all the points from being captured.

    Special Notes:
    After capturing Point A, some of RED Team's LaserGates will shut off, enabling BLU Team to access Point B. After capturing Point B, more of RED Team's LaserGates will shut off, enabling BLU Team to access Point C.

    Other Notes:
    Control Points cannot be captured while they are locked. RED can recapture the Midpoints if they are unlocked.

    Unnecessary Notes:
    The opposing team's LaserGates WILL hurt you...​


    Developer Notes:
    I have tried to design the map so that each of the nine classes have areas suitable to their abilities:

    Engineers
    - lots of possible sentry-gun placements
    - plenty of ammopacks to replenish metal during setup time between stages
    - a few tucked away locations near the front lines (and behind them) that are suitable for teleporters

    Pyros
    - lots of corners and several "figure-8" pathways, to aid ambushing and flanking
    - several areas where healthkits are rare, enabling victims to burn longer

    Demomen
    - lots of tight winding corridors for planting stickies and bouncing pipebombs
    - a few places to sticky-jump a great distance, and then pick up a nearby healthkit

    Scouts
    - lots of places to double-jump to raised platforms
    - lots of places to double-jump from platform to platform over lower elevations

    Snipers
    - several long distance corridors
    - a defensive sniper nest for each stage

    Soldiers
    - lots of places to rocket-jump to raised platforms
    - several multilevel areas, creating advantages for higher elevation

    Spies
    - lots of nooks to hide in while disguising and/or cloaking
    - several "figure-8" pathways to aid infiltration

    Heavies
    - a handful of chokepoints, with concealed nooks nearby for medics and dispensers

    Medics
    - plenty of cover


    Questions/Comments:
    Please send any feedback to me at the provided email address. Let me know of any glitches, exploits, imbalances, misaligned textures, unclipped geometry or props, catastrophic failings, negligible foibles, or anything else that you think could be improved.


    Scheduled for Beta 2:
    - inclusion of a 3D skybox
    - inclusion of a soundscape
    - detail geometry/props for the spawn rooms
    - better texturing and cubemaps
    - fixes for any issues that are emailed to me (...so email them to me!)




    ©2008 John "hydrage" Pafford
    All Rights Reserved
     
  2. R3dRuM

    R3dRuM L6: Sharp Member

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    Wow, very nice, seems to be a solid map, downloading now.

    Very expecting, no WIP thread :D
     
  3. PMAvers

    PMAvers L6: Sharp Member

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    It's definitely a neat idea for a map.

    Something I noticed, though, was that the mid-points gave points every time they're captured. If they're flipping back and forth a lot (which I can see happening on a few of them), players might bump up against the point limit for the map before the map's even complete. Might want to only assign points for A/B/C to the offense, and maybe if the defense pulls off a win give them points for each main point that's uncapped. (So if A's un-capped, give them three. If they take A but hold B give them two, etc.)
     
  4. hydrage

    hydrage L1: Registered

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    You raise a good point about the point limit. I suppose some servers might changelevel just based on that, and end the map prematurely. I'll see if I can get the control points to work like you suggested. (Right now, I think I just had them giving off points by default.)
     
  5. hydrage

    hydrage L1: Registered

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    Last edited: Feb 8, 2009