Lame excuse of a plot :closedeyes: : BLU and RED are presently fighting for control over a refinery. This facility produces a unique substance, that, through adequate application, could shake the balance of power in either side's favor. Objective: Capture control points and hold them as long as you can ! To win, each team must accumualte 100 domination points. 1 domination point is awarded every 5 seconds for each control point owned by your team. Control points currently do not grant a forward respawn or any other advantage than counting towards victory. There are 3 control points in this map : A is stretched and offers oportunities for sniping (supposedly). B is quite open and can be accessed from many directions. C is rather cramped and designed around close quarters combat. All 3 involve some form of vertical advantage that can be exploited. Known issues : In the rare occurence where both teams reach 100 points at the same clock tick, either one will be chosen as the winner, though I am not entirely sure which one (whichever holds A ?). I'll set it up to stalemate at a later time. Additional credit : Artesia's excellent lettered CP holograms.(pakratted A, B, C in the map, if that's a problem please tell me) TheBladeRoden's domination prefab, for inspiration, though my entity setup is different and more simple. All comments are welcome as long as they remain constructive.:blushing: Update notes : Alpha 1b : *Grey is the new orange, ground dev textures have been changed to a lighter tone of grey, overall it's more bearable to the eye though I wouldn't call it pretty. *Very basic 3D skybox, a couple of ships in the distance. *Fixed various lights that were badly oriented and/or not powerful enough. *Fixed a few props that were looking the wrong way Alpha 2 : *There's now a hud that tells you exactly the progress of each team (strongly inspired by TheBladeRoden's domination prefab). The team colored bars that were spread throughout the level have been removed. *The area around C has been made a little more spacious. *The spawns are now a little closer to the objectives, which hopefully should help heavies get into the action more quickly. *Respawn times have been slightly decreased. Respawn time keeps decreasing as the game progresses (the better the other team's domination score, the shorter your team's respawn waves) *Removed annoying pillars around B, and clipped the train 'trenches' so you can walk out of them instead of having to jump. *some people suggested I make instant caps, other people suggested I make them longer. I've decided to take one extreme and make caps instantaneous to see how it works out. *Fixed the sliding doors around B that could be triggered from the other side of the building :facepalm *You can now jump/fall/be pushed into the water at C. *3D skybox is done *Lighting props and effects are mostly done *Various optimisations, possibly areaportal-heavy, framerates are good for me compared to Valve maps, gotta see how it will turn out for other people and with more detail. *Hopefully I haven't forgotten to include a file or two this time... Alpha 3 : *Back to 10 seconds caps for a single non-scout *Overall reduced and tweaked health and ammo placement *Layout changes around C : -1 of the 3 giant tank things has been removed on each side, it's now possible to reach the top of the containers without returning to B or sticket jumping. -The small hideout on either side have been made a little closer to the center of the action. -The platforms that let you get out of the water have also been made closer to the center. *Layout changes around A : -There's a small building on the roof, separating the BLU and RED sides. I hope it makes a decent sentry emplacement. -The open containers on the tracks have been closed off, no one seemed to go inside and it looked wrong anyway. *Text fixes as suggested by ABS. *Removed the announcer's... announcements, they get extremely repetitive after a while due to the points often changing hands. We'll see if it was a bad idea. *The buzzer warnings at 25, 50, 75 and 90% are still there but will only buzz once for he first three and three times for the last one. Hopefully it makes them less annoying.