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Team Fortress 2 - CP_Steel Map

The map is unique in that the "final" point E can be...

Team Fortress 2 - CP_Steel Map

The map is unique in that the "final" point E can be captured from the start of the round. The idea is that the final point is difficult to capture initially but by successfully capturing the outer points, it gets easier.

Note regarding the video file - I'm sorry, but if it's packed into the .bsp then it doesn't work. Valve are looking in to it for us. :)

** Copy and paste this link to view the intro video: http://www.vimeo.com/1020721 **

If you only read this part, please remember one thing. FOLLOW THE SIGNS!

== Blurb ==

After 17 incremental versions starting from cp_steel_test1 all the way to cp_steel_b4, it's time to unleash this map to the general public and try and find any glaring bugs before the map goes final! It's been through a hell of a lot of playtesting.

The map is unique (as far as I know, anyway) in that the "final" point E can be captured from the start of the round. The idea is that the final point is difficult to capture initially but by successfully capturing the outer points, it gets easier.

As the map can be a tad confusing there's an intro video. You can view this here: http://www.vimeo.com/1020721 and it's included in the download (it will play like the valve introduction videos).

The map started out from a random conversation about maps where the map's central idea was pitched. Took the map from a basic (and very grey) version to test the playstyle and finding that it was enjoyable, kept at it until you see the map we have here.

Thanks to all the playtesters from Knifeback Mountain, The LCs, 2fort2furious and the Hampshire Heavies servers.

Special Thanks to FLOOR_MASTER for the video, Irish Taxi Driver for the icon help, Davejk for the early test server and eni for helping come up with the concept and general PR and text stuff.

== Scoring information ==

A-D = 1 point each

E = 5 - (Amount of supplemental points captured)

So if you cap A + B (thus having 2 points) and then manage to cap E, it will award 3 points taking your total to 5. If you cap E straight away you will get 5 points. The scoring system works in such a way to reward teams that cap a couple of supplementary points but didn't quite manage to take E.

== Map Info text file ==

Attack and Defend variant!

Red have 60 seconds to set up their defence before Blu are allowed to attack.

Defend the middle point E - under the rocket - until the time runs out!

Objective:

Blu can capture Red's middle point at E at any time to win the game. Taking the surrounding points will help make taking the middle point easier. The five points do these things:

A) - Opens a quicker routes to point E and D

B) - Moves Red spawn point further away from Blu. (between C and D)

C) - Extends 3 bridges toward the middle point

D) - Blocks Red's spawn exit to point E and extends handy rails to E.

E) - Blu can capture this point at any time to win the game

Other Notes:

Control Points cannot be captured while they are locked.

== Known Minor Bugs ==

Spectator cam at point E is in the wall

Some clipping to be finished

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