Team Fortress 2 - CP_warehouse_b8 Info

Team Fortress 2 - CP_warehouse_b8 Download Team Fortress 2 - CP_warehouse_b8
Filename: cp_warehouse_b8.zip
Author: MikeLemmer
Size: 2.8 MB
Created: 1/24/2008
Updated: 1/24/2008
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Team Fortress 2 - CP_warehouse_b8 Details
CP_Warehouse was made in response to all the long, drawn-out CP maps out there. It's small, vicious, and bloody. Two warehouses, each with a control point, separate the Red & Blu sides. You can capture either one at any time, but you need both to assault the enemy's final point.

Author's Notes:

CP_Warehouse was made in response to all the long, drawn-out CP maps out there. It's small, vicious, and bloody. Two warehouses, each with a control point, separate the Red & Blu sides. You can capture either one at any time, but you need both to assault the enemy's final point.

Catwalks provide the high ground, but attackers can easily circle around and hit you from behind. Ground level isn't much safer, as enemies hit you from every angle. Fast-paced carnage ensues.

MANY THANKS TO:
The crew at Medick's Slaughterhouse for their constant public testing and suggestions. You molded the map into what it is today.

Medick's Slaughterhouse [San Jose, CA] @ IP 8.6.15.135
http://www.gametracker.com/server_info/8.6.15.135:27015/

ADVANCED NOTES:
1. There are subtle differences between Warehouses A & B. Warehouse A is brighter & shinier; Warehouse B looks dirtier.

2. Snipers can fire at the enemy spawn areas from their own, but there's a lot of obstructions in the way. Moving up on the catwalks will get you a better view, but put you at risk. (Well, it's not like your respawn was much safer...)

3. Engineers must build aggressively; there's plenty of spots for clever turret placement, but they can be hit from any angle. Don't expect them to last long.

4. Leap into the midst of it; you can land on almost any spot on the ground from the catwalks, letting classes like the Pyro & Heavy get up-close fast.

5. It's easy for the enemy to spawn camp; it's hard for them to camp both exits, though. If they're camping the A exit, warn your team and use the B exit instead.
Programs & Design Process:

Made using Hammer. GCFScape was used to ensure all the textures were included with TF2.
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