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This is beta 2 of my map cp_industrial. I've been working on it since December '07. It is a dustbowl style push map, but with red attacking and blue defending. The map takes place at night in Blu's brewery.
The map features a custom skybox drawn by Jamie "Fishbus" Manson, creator of cp_steel (The new community map in the Heavy Pack for Team Fortress 2) and cp_freight.
+New Round 3, points 4, 5 and 6 overhauled.
+Round 1 almost fully optimized.
-Needs more signs. I'm aware of this and have hit the overlay limit placing directional signs for b3.
-Cap times are a bit long. I've switched them over to dustbowl times along with the respawn adjusts.
-Round 3 might need some more restructuring, everyone wants to go to cap 6 before cap 5. I'm open to suggestions to fix this.
-Round 2+3 cameras are not working and/or don't exist.
An intro movie is on the list of things to do eventually for the final. I don't want to focus on that while still doing geometry. I'm waiting also to see what happens with cp_steel's intro video, and if valve fixes the compiling in thing with movies.
Whats the problem with cap 6? I'm working on it now and if there are problems I'd to fix it before I detail it.
EDIT: The oilrig comment is pretty funny, after I made test20 one of my first concept maps I was thinking of making for TF2 was a map named "cp_oilrig". I took a look at it and I'm satisfied with the screenshots, but I haven't gotten a chance to run around it yet.
Pros: Nice map, great framerates, well detailed. People like it. Good use of nighttime.
Cons: The last CP is extremely difficult to cap.
Improvements: A little more tweaking for balance.
Notes: This is a very nice map, reminiscent of cp_oilrig. It will be in rotation on our server.