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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.
Yeah the hurt entity didn't make it in somehow. Don't worry about that, that area got the axe pretty heavily and is entirely different in the new version I'm working on now.
Yeah trying to get an idea for blue's buildings as compared to red was pretty frustrating, eventually I settled on some mix of Well/2fort/Granary.
I really only used stage 1 shots because its the only finalized thing at the moment. I'm still going back and tweaking stages 2 and 3, post-gutting, and trying to get the lighting as I want it. Some models are coming up black and such, and its not something I want to show off to get people to download it and try it out.
Also, BLUs resupply is the same for stages 2 and 3.
Pros: Well, you put a good 8 months into this map, my friend. You did a great job with it. Doesn't necessarily have the look in comparison to most maps, but I believe it's because of the industrial atmosphere the BLU team holds as opposed to the RED, and you used it properly. Neat setup. Can be pretty fun. Normally, I frown upon maps with Pyro friendly aspects due to compression, but this one isn't overused, and is actually amusing. Although it looks compact, I'm sure every class can take advantage of certain areas.
Cons: Show off your map a bit more. Throw in some more screens, particularly those NOT in stage 1. I'm not a huge fan of where the 2nd stage resupply is for BLU, but it works fine, and since I only tried this map out for RED just once by myself, I couldn't even find the resupply for the 3rd stage. The reason is that it just allows them to attack RED prety easily and it looks like they can be camped simple as well. Third stage, first point. If you fall down there, you are stuck. There's no hurt entity and no way up. So it's just a deathmatch down there for now. Second stage, first point, it looks like RED may be able to easily overpower BLU. Then again, the near resupply may cancel this problem out, along with the bottomless pit.
Improvements: Just the hurt entity. Otherwise, the other cons are just suggestions.
Notes: I'm sure your map still plays great with the listed cons, so it gets an A outta me. Nice job. Keep up the good work. :)