cp_shedway

CP cp_shedway a4

Clone5184

L2: Junior Member
Aug 11, 2014
59
26
cp_shedway - A control point maps with sheds, garages, and that sort of thing.

A 5 Control Point map to get me back into mapping!

I haven't decided on a theme yet, and this is a very early alpha. So far it features some parking, some sheds, and of course, 5 control points.

To install, just drag the downloaded .bsp into your "Team Fortress 2/tf/maps" folder.
 

Clone5184

L2: Junior Member
Aug 11, 2014
59
26
Alpha 2 Update (03/30/19):


+ Added angled walls to the hallways behind the second point
+ Increased the size of the central control point
+ Added more cover to the central point
+ Increased the size of the second control point
+ Added experimental tonemap, hopefully reducing how bright the map is on systems with HDR enabled
+ Added playerclip brushes to a stack of crates to help prevent players from getting caught on them
+ Added a crate to access the second point easier
+ Added some clipping to walkway supports
+ Added clip brushes to prevent players from getting caught on a fence
* Moved location of first forward spawn
* Moved ramp to balcony
* Fixed clipping issues with several staircases
* Made the light above the center point non-solid
* Adjusted pieces of scrap metal at the final point
* Rotated initial player spawns so players no longer start facing a wall
* Altered large health pack to a medium one
* Rotated and moved Satellite props to reduce how much they protruded into the playable area
- Removed wall from lower hallway, opening it to final point
- Reduced size of balcony
- Removed the doorframe models

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Clone5184

L2: Junior Member
Aug 11, 2014
59
26
Alpha 3 Update (04/04/19):

+ Added a medium ammo crate near the second point
+ Added raised platform by ramp near center point
+ Added another small crate to the second point to help players access it easier
+ Added lights to the room overlooking the final point
+ Added a new route to the final point
+ Added small ramp to final point
+ Added small health and ammo packs near the railings by the loading bay
+ Added walls near center point to cut down on sightlines
+ Added taller shacks near center point
+ Added dump trick to loading bay
+ Added missing clips to crates upstairs
+ Added a little more detail out of bounds to help cut down on what the players ends up seeing
+ Added "doors" to center point
* Made most light fixtures non-solid
* Fixed awkwardly shaped doorway in garage hall
* Moved a medium health and ammo pack due to new route
* Altered staircase by loading bay
* Fixed tiny crack in wall of center point
* Made several improvements for optimization purposes
* Fixed issue where Red could see into Blu's base via spectator camera
* Changed all the orange textures so people stop complaining about them
* Expanded entries to center point to make it more open
- Removed overly thick doorways from rooms overlooking the final point
- Removed walls from final point
- Removed awkward stair props from final point

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Clone5184

L2: Junior Member
Aug 11, 2014
59
26
Patchnotes:

+ Added new route to Second Control Point
+ Added more cover to raised platform by ramp
+ Added second ramp to raised platform by second point
+ Expanded upon center point
+ Added building between second and center
+ Added Resupply lockers to forward spawns
+ Added light to dark areas under stairs by initial spawn
+ Added window to upper floor of buildings near the second point
+ Added shadow, fog, water lod controls
+ Added sun
+ Added more cubemaps
* Moved second spawn back to its original location
* Moved dump truck near ramp
* Moved medium healthkit near second point
* Altered walls by center point
* Altered environmental lighting settings
* Moved small health and ammo packs from upper loading bay to inside the new building, and increased them to medium size
* Miscellaneous improvements to help performance

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