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.
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 Read the rest of this update entry...
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 Read the rest of this update entry...
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 Read the rest of this update entry...