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Team Fortress 2 - CP_ castle3

Capture points in a midevil castle...

Team Fortress 2 - CP_ castle3

Capture points in a midevil castle. Don't ask questions, just have fun!

Author's Notes:

Castle - cp_castle3

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MAP INFORMATION-

Title: cp_castle3

Version: Final 3.0

Filename: cp_castle3.bsp

Created By: David Lohmeyer - REV6|VilePickle

Author Email: [email protected]

Type: CP - Dustbowl style

Web: http://www.vilepickle.com

Compile Date: 12/25/2007

Development Cycle: Beta 1 -> Beta 2 -> Beta 3 -> Final 1.0 -> Final 2.0 -> Final 3.0

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FINAL 3.0 CHANGES:

BUGFIX: Players can no longer get over the Cp wall behind stage 1 and become trapped in a void area.

BUGFIX: Players no longer see invisble walls when on top of the CP2A mini-walls.

FINAL 2.0 CHANGES:

General-

-Better optimization added to all 3 stages.

-Most models have their fade distance set, so rocks across the map won't be drawn anymore.

-New scoring system now in place: a point is added for each CP capped.

-Detail added to the spawn rooms.

-Decals changed to overlays, improving their quality and making them visible to all.

Stage 1-

-Windows added to the towers in stage 1 and 2.

-A large castle wall has been added behind the stage to prevent excessive drawing from stage 2. At the right dropdown, FPs increased about 20.

Stage 2-

-An alternate route for blue is now in place before the traditional starting hallway. This should stop it from being a huge chokepoint, as there is already a chokepoint later in the stage (breaking through RED's spawn waves at 2B)

-Area mostly retextured to distinguish it from Stage 1.

Stage 3-

-The keep walls are textured differently to give the area some variety.

-Minor see through brush fixed.

-Smoke cloud is slightly less intense.

-An alternate door at the side entrance to CP 3B has been added.

-The CP stand for 3B has been lowered. Scouts can now double-crouch jump onto it from either side (the front requires the boxes)

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FINAL 1.0 CHANGES:

Stage 1-

-Added small health/ammo to far dropdown entrance of inside castle.

-Added a wall inside the castle to prevent excessive sniper spam.

-Wood fences added inside the castle.

Stage 2-

-An additional CP has been added to this area half way through. It will add 4.5 minutes to the timer when taken.

-More crate cover added to far path.

-A wall has been added to the far path to block LOS to the red resupply, cutting down on sniper spam.

-Tweaked some health and ammo packs.

-The wall leading to the last CP has switched sides in attempt to bring better flow to the CP.

Stage 3-

-The main bridge has been redone visually and now has a cover over it. This should also help with excessive sniping.

-Soldiers can no longer unintentially get on top of the starting wall.

-Tweaked some health and ammo packs.

-Some wall locations have been adjusted inside the final fortress to increase flow to the last CP.

-Additional signs added.

General-

-Visually many details have been added everywhere.

-More optimization added in every area.

-Sun brightness reduced slightly.

-All areas now have 18 spawn points assigned.

-Many flatter areas have been modified to be more uneven.

-Rocks have been recolored to better match the surroundings.

-All CP's now take 6 seconds to capture. This is a small change only to area 2.

-Timers have been revised with the addition of the double-CP areas. The net result is mostly identical timings, but it has been streamlined. They are as follows:

Area 1 - Start: 7.5 minutes

Area 1 - Capture: Add 4.5 minutes

Area 2A - Capture: Add 4.5 minutes

Area 2B - Capture: Add 4.5 minutes

Area 3A - Capture: Add 4.5 minutes

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BETA 3.0 CHANGES:

Stage 1-

-Added another door on the right side inside the castle for offense.

-Time to capture the CP has been reduced 2 seconds.

-Added more sniper cover in the castle itself.

-Players can now rocket jump on top of the middle wall inside the castle.

Stage 2-

-Time to capture the CP has been reduced 1 second.

-Sniper cover has been added near the defense resupply.

-Extra exit added to red resupply to prevent excessive spam.

-Tweaked the size of some ammo and health, and added some health/ammo for offense.

Stage 3-

-A new CP has been added to this area before the bridge for offense to capture. This will give an additional 4 minutes to capture the last area when taken.

-An additional "bridge" to the castle has been added in the form of a wooden plank halfway across the canal.

-Extra exit added to red resupply to prevent excessive spam.

-Tweaked the size of some ammo and health.

-Health kits added in several locations for offense.

-Added cover in two locations inside the castle against "sniper spam".

-Time to capture the last CP has been reduced 2 seconds.

General-

-Issue with respawn walls showing up on a delay in some cases should be fixed.

-All round timers have had 30 seconds added to them, bringing the timers to 7.5 minutes.

-Various visual tweaks and additional signs added.

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BETA 2.0 CHANGES:

Stage 1-

-Increased timer from 4.5 minutes to 7 minutes.

-Added a second resupply locker to blue's starting spawn.

-Added cover inside and outside.

-Added an alternate path to the CP, closer to the far right castle entrance.

-Removed health and ammo from the CP platform.

Stage 2-

-Added cover to the far hall.

Stage 3-

-Removed invisible wall near red resupply.

-Modified down the size of ammo packs for defense.

General-

-Tweaked sun color and intensity

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DEVELOPMENT:

Program: Hammer

Known Bugs: None

Compile Time: 40 minutes

HDR: Yes

Compile PC: Core 2 Duo 6400, 2GB RAM

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INSTALLATION:

Extract the zip file to

...Steam/steamapps/$$Your Steam ID$$/team fortress 2/tf/maps

Create a server with cp_Castle3

======================================================

©2007 David Lohmeyer.

All Rights Reserved

Team Fortress 2 is a registered trademark of Valve Software.

Programs & Design Process:

Drew out each area in detail and started from there, as I always do with originals.

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