captainAngry
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- Feb 1, 2009
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README
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CONTROL POINT FOOL HILL BETA 1
(cp_fool_hill_b1)
Gametype: CP
Players: 12-32
Recommended players: 12
Scoring mode: 1 point per round won
Author: Alex "Randdalf" Gulliver
E-mail: [email]randdalf@gmail.com[/email]
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Map description
A standard linear 5 CP push map, where both teams must capture all the CPs to win a round.
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Recommended config file (public play)
mp_maxrounds 3
mp_winlimit 0
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Recommended config file (competitive play)
mp_maxrounds 0
mp_winlimit 8
mp_timelimit 30
(It is recommended to use standard ETF2L configs)
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Revision History (DD/MM/YY)
Beta 1 21/12/09:-
- Bug Fixes:
* Fixed buggy texture in room above 2nd CP
* Fixed not being able to block captures on final CP (hopefully)
- Improvements:
* First full detail pass
* Dynamic base doors now have associated func_doors
* Added spectator cameras
* Added soundscapes
* Added no entry texture to respawn room visualizers
* Some optimisation
* Fixed some clipping exploits in BLU's valley
* Removed jump route behind mid-house
- Balancing:
* Final CP changes:
- Slightly increased capture time on final CP
- Added new alternate route from sniper deck to left of point
- Redesigned final point spawn to build this alternate route
- Improved cover by attackers right exit
- Repositioned health originally behind CP
Alpha 5 21/03/09:-
- Bug Fixes:
* Attempted to fix not being able to block final CP
- Improvements:
* First full detail pass on BLU side
* Renamed map to 'Fool Hill' (cp_fool_hill)
- Balancing:
* Second CP changes
- Replaced backstairs with new ramps next to the CP
- Extended defenders balcony to support these changes
- Added raised platform for 2nd CP health
* Third CP changes
- Opened up attackers balcony to simplify paths
- Moved health and ammo in this area
Alpha 4 28/02/09:-
- Bug fixes:
* Fixed some window props not appearing
* Fixed some misaligned hazard strips
- Improvements:
* Begun some detail work
* Restructured middle point again
- Moved containers to middle
- Added crates for jumping access to containers
- Added bridge to container from buildings
- Re-added back entrance to building
- Decreased size of control point slightly
* Disabled shadows on some props (others to follow)
- Balancing:
* Restructured final point
- Increased size of area
- Moved spawn back
- Increased size of offensive building and added new exit
- Added cover wall to point
- Moved point back
- Increased defenders' spawn time for final point
- Added small health and ammo
- Added cover tower behind point
- Upgraded shack health to medium
* Increased length of cover above 'valley'
Alpha 3 17/02/09:-
- Bug fixes:
* Fixed HDR
* Fixed duplicate health/ammo on RED side
- Improvements:
* Restructured middle CP for more height variation
* Moved ammo packs behind containers, and made them medium
* Halved fog intensity
* Playerclipped some windows
* Made some gameplay signs non-solid
- Balancing:
* Added new alternate route from 2nd cap to bridge area
* Restructured 2nd CP attackers balcony
* Downgraded 2nd CP ammo to small
* Downgraded final CP balcony ammo to small
* Restructured area outside 2nd CP
- Added clipping and crossbeams to the open window
- Expanded one side of the bridge to accomodate a courtyard
- Added new alternate route from 2nd cap to courtyard area
- Removed bridge
- Removed back entrance to buildings
- Added med health and small ammo to courtyard
- Increased width of ramp slightly
* Vastly reduced size of raised area above 2nd CP
* Removed dropdown to 2nd CP; deemed unnecessary
Alpha 2a 09/02/09:-
- Bug fixes:
* Fixed spawn doors not opening, again
* Fixed some improperly positioned func_respawnrooms
* Fixed leaking origins
* Fixed game not ending on stalemate
- Improvements:
* Enlarged all spawn areas for ease of use
* Added roofs to some buildings
* Implemented the Badlands skybox/light_env
- Balancing:
* Replaced stairs at 2nd CP with drop down
Alpha 2 03/02/09:-
- Bug fixes:
* Fixed spawn doors not opening
* Fixed RED's side not having some health/ammo packs
* Fixed improperly scaled hazard strips
- Improvements:
* Added signs
* Added skybox and lighting
* Slightly relocated ammo/health near final point
- Balancing:
* Added new health pack to second points
* Added new balcony to final points
* Added more cover to final points
* Changed height of cover on final points
* Can no longer jump through windows at central point
* Added new health/ammo packs in new balcony area
Alpha 1 01/02/09:-