Team Fortress 2 - CP_ castle3 Info

Team Fortress 2 - CP_ castle3 Download Team Fortress 2 - CP_ castle3
Filename: cp__castle3.zip
Author: Vilepickle
Size: 24 MB
Created: 1/24/2008
Updated: 1/24/2008
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Team Fortress 2 - CP_ castle3 Details
Capture points in a midevil castle. Don't ask questions, just have fun!

Author's Notes:

Castle - cp_castle3

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

MAP INFORMATION-

Title: cp_castle3
Version: Final 3.0
Filename: cp_castle3.bsp
Created By: David Lohmeyer - REV6|VilePickle
Author Email: vilepickle@gmail.com
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

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

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.

----------------

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

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

DEVELOPMENT:

Program: Hammer
Known Bugs: None
Compile Time: 40 minutes
HDR: Yes
Compile PC: Core 2 Duo 6400, 2GB RAM

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

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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