Ads keep us online. Without them, we wouldn't exist. We don't have
paywalls or sell mods - we never will. But every month we have large bills
and running ads is our only way to cover them. Please consider unblocking us. Thank you from GameBanana <3
A fast paced map focusing on strong defence from red and attack from blu
A fast paced map focusing on strong defence from red preventing blu breaking through and carrying the intel to the control points, if blu can advance the intel to each sucessive control point in the stage they progress to the next stage. The intel has a 'home' location, once the first point is captured the home location moves to ontop of this capture point. If any member of the Red team stands by the control point, Blu will be unable to cap until they clear the area of Reds
Revision History (DD/MM/YY)
Beta 2 released 28/11/09:-
Increased size of capture zone and blocking zone slightly.
Removed rain, swapped to lighter skybox and environmental lighting.
Increased level of detail.
Increased amount of directional signs.
No entry signs over locked doors.
Added a visualiser to the cap area to show it is blocked.
Added Announcer's alerts.
Removed vphysics console spam.
Slightly increased ammo placement.
Improved visibility rendering for stage 3.
Beta 1 released 26/10/09:-
Added small prop foliage
Increased number of pine trees
Improved detailing in final stage
Fixed playerclipping issues
Miscellaneous other tweaks
Alpha 5 released 20/10/09:-
Increased blocking area size slightly
Increased delay between intel cap and new intel spawning.
Almost completely detailed entire map
Implemented new CTF/CP hybrid hud
Alpha 3 released 11/05/09
Reduced size of both capture and blocking area to the size of the capture stud itself.
Nobuild'ed the capture stud.
Removed the glass from the window at 1-2.
Increased time delay between captures and the new intel arriving to remove some momentum from the attacking team.
Alpha 2 released 30/04/09:-
Dramatically reduced capture zone and increased the blocking area to greatly aid defence.
Adjusted spawn timers based on particular rounds ease of advance.
Reduced initial time as well as reducing the time added on subsequent captures.
Fixed the final point not being blocked by red.
Fixed resupply lockers.
Placed spectator cameras based on which round is in play and which points your team owns.
Alpha 1 released 29/04/09