Minor changes to sound locations, sound scripts and cubemaps.
Improved bots' navigation.
Integrated the navigation mesh file (.nav) into the map, so no additional downloads are needed, nor a ".nav" file along the .bsp as it's already embedded.
A 5-Control Point map, 'CP_Orange: Natural' is an attempted overhaul of the classic 'cp_orange_x' & 'cp_orange_x3' maps, modernizing the main experience featuring an Alpine-themed environment and redesigned places, alongside lots of bug fixes.
The spawns have been redesigned to offer protection and a much better flow for players, especially Engineers. Minor gameplay balancing includes the slight increase on the time it takes to capture the final Control Points, the addition of new ammo packs and health kits under both bridges of the central Tower, and more cover for the second Control Points.
What once started as a simple project wouldn't have been possible without them: > WhiteWolf_X: creator of the first cp_orange_x map for TF2. Permission to create my own variation > GGODD2: creator of cp_orange_x3. Permission to edit it and create my own variation > Mapeadores.com & TF2Maps.net: minor trivia with texturing and issues with displacements
NOTE: this map already comes with an optimized/upgraded ".nav" file embedded in it, so don't create one yourself!
The original cp_orange maps didn't include any Pickups. While I tried to stay sticky to these maps (and barely did so with the layout), I added the minimal feature to make it as fair as on these maps, rather than spreading them everywhere like on many other cp_orange maps. If I ever finish this map's winter/christmas sequel, I swear I'll be adding more Pickups than just leaving some under the bridges!
Note that the Pickups in this map are random, not just Medium health kits. It's all written in the description.