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cp_ironbowl_b3 - A Mod for Team Fortress 2.

Uninterrupted 3-stage attack/defend map

UPDATE: CP_IRONBOWL_B7 is now released. You can get it here. -------------------------------------------- CP_IRONBOWL_B3 Beta 3 Release Author: John "hydrage" Pafford Email: [email protected] File: cp_ironbowl_b3.bsp (all custom resources are embedded) This is the third beta release for Ironbowl. This is a multi-stage attack/defend control point map, similar to Dustbowl. Unlike Dustbowl, there is no forced respawn between rounds; instead, a series of "LaserGates" will open up allowing access to the next stage. The defending team (Red) has 60 seconds of setup time at the beginning of the game, and 30 seconds of setup time between stages. Objective: BLU Team wins by capturing all Control Points for each of the three stages A, B, and C before the time runs out. RED Team wins by preventing all the points from being captured. Special Notes: After capturing Point A, some of RED Team's LaserGates will shut off, enabling BLU Team to access Point B. After capturing Point B, more of RED Team's LaserGates will shut off, enabling BLU Team to access Point C. Other Notes: Control Points cannot be captured while they are locked. RED cannot recapture any of the control points in this beta version. Unnecessary Notes: The opposing team's LaserGates WILL hurt you... Developer Notes: I have tried to design the map so that each of the nine classes have areas suitable to their abilities: Engineers - lots of possible sentry-gun placements - plenty of ammopacks to replenish metal during setup time between stages - a few tucked away locations near the front lines (and behind them) that are suitable for teleporters Pyros - lots of corners and several "figure-8" pathways, to aid ambushing and flanking - several areas where healthkits are rare, enabling victims to burn longer Demomen - lots of tight winding corridors for planting stickies and bouncing pipebombs - a few places to sticky-jump a great distance, and then pick up a nearby healthkit Scouts - lots of places to double-jump to raised platforms - lots of places to double-jump from platform to platform over lower elevations Snipers - several long distance corridors - a defensive sniper nest for each stage Soldiers - lots of places to rocket-jump to raised platforms - several multilevel areas, creating advantages for higher elevation Spies - lots of nooks to hide in while disguising and/or cloaking - several "figure-8" pathways to aid infiltration Heavies - a handful of chokepoints, with concealed nooks nearby for medics and dispensers Medics - plenty of cover Change Log (since Beta 2) Design: 1 - Relocated RED's spawnrooms for stage 1 and stage 2 further forward 2 - Made several design changes to accommodate the above change to improve balance and flow. 3 - Made several changes to the stage 3 area near Point C to give BLU an easier time reaching Point C. Most significantly, the places where RED's stage 1 and stage 2 respawnrooms used to be now exist as side corridors for the main stage 3 area. Also, getting access behind the one-way gate at Point C is now easier for the BLU team. 4 - Modified the area outside of BLU's spawnroom to give BLU more advantage. Most significantly, BLU now has ramp access to higher elevations at stage 1. 5 - Added an additional exit from BLU spawnroom after Point A has been captured 6 - Added a new corridor behind the wiregate at Point A that overlooks the tunnel running between Point A and RED's stage 1 spawnroom. 7 - Added a BLU LaserGate inside the garage area connecting stage 1 to stage 3. 8 - Changed the one-way gate at Point A to open only after BLU has captured Point A. 9 - Changed the one-way gate in the upper corridor above Point B to open only after BLU has captured Point B. Also, a new one-way gate has been positioned in that corridor to be more advantageous for BLU's assault on stage 3. 10 - Added a one-way gate inside the tunnel that connects the stage 3 area to the lower tunnel between stage 1 and stage 2. 11 - Removed the lower corridor that connected the back of the stage 2 area to the middle of the stage 3 area. This corridor is now part of RED's stage 2 spawnroom. 12 - BLU can now use the resupply closets inside RED's respawnrooms after BLU has captured the associated control points. 13 - Added more ramps, player spawn points, and resupply closets to BLU's spawnroom. Also, removed extraneous healthkits and ammopacks. 14 - Reduced the capture time for Points A, B, & C 15 - Changed several healthkit and ammopack locations 16 - Overhauled the overlay signs and directions for guiding players through the level 17 - Added Visualizer Brushes (circular "No Entry" signs) at each of the LaserGates to better clue in players about potential imminent death. Aesthetics: 18 - Added many new cubemaps, perhaps too many 19 - Improved the 3D skybox 20 - Improved some detail brushwork/texturing 21 - Brightened the lighting in various areas 22 - Tweaked the lighting in BLU's spawnroom to make it less... nauseous. Exploit Fixes: 23 - Added NoBuild zones to the LaserGates to prevent Engineers from building a Teleporter Exit behind an enemy LaserGate. Other: 24 - Added playtesting credits Known Issues: - the Visualizer Brushes at each of the LaserGates will block an enemy Demoman's grenades. At this time, I do not know of a work-around. - the NoBuild zones at each of the LaserGates, although specified to only prevent the enemy team from building, will affect both teams. Also, these zones will not disable when the respective LaserGate is shutdown, preventing Engineers from building within the otherwise unobstructed doorway. Questions/Comments: Please send any feedback to me at the provided email address. Let me know of any glitches, exploits, imbalances, misaligned textures, unclipped geometry or props, catastrophic failings, negligible foibles, or anything else that you think could be improved. Scheduled for Beta 4: - better hints & clipping - fixes for any issues that are sent to me (...so send them to me!) ©2008 John "hydrage" Pafford All Rights Reserved