cp_ironbowl_b2

hydrage

L1: Registered
Apr 9, 2008
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cp_ironbowl_b2

CP_IRONBOWL
Beta 2 Release

Author: John "hydrage" Pafford
Email: Dev.Ironbowl@gmail.com
File: cp_ironbowl_b2.bsp (all custom resources are embedded)


Description:
This is the second 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 cannot recapture any of the control points in this beta version.

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



Change Log (since Beta 1)
1 - removed RED's ability to recapture midpoints
2 - fixed the missing supply closet in RED's Round-3 spawnroom
3 - added several observer cameras for both teams
4 - fixed the capture point plates not changing colors when captured
5 - the lasergates outside RED's Round-1 and Round-2 spawnrooms will now shutoff after their respective rounds are completed
6 - removed corridor that linked the backalley at A2 to the sniper's nest facing B1
7 - added a new corridor from the Round-3 garage area that links to the upper level above C1
8 - included a 3D skybox
9 - included a soundscape
10 - added detail geometry/props for the spawn rooms
11 - a few changes to healthkit and ammopack placements
12 - several minor changes to miscellaneous brushwork/texturing


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 3:
- better detail brushwork
- better texturing and cubemaps
- improvements to 3D skybox
- fixes for any issues that are emailed to me (...so email them to me!)



©2008 John "hydrage" Pafford
All Rights Reserved
 

drp

aa
Oct 25, 2007
2,273
2,628
need to see screenshots before i download ;)