Map Details Release: Beta Version: 3.0 Filesize: 19 mb Players: 24 Time of Day: Day/Light Textures: Custom Meshes: Custom Map Size: Medium Environment: Indoors, Outdoors Effects: High Dynamic Range(HDR) Classes: None/Not Specified Devnotes Hammer - for the creation of the map itself
Maya - for creation of the custom objects
XSI Mod Tool - to export the custom objects
Photoshop and the VTF plugin - for creation of custom textures
You can find my detailed tutorial on custom objects at TF2maps.net:
http://tf2maps.net/showthread.php?t=838 |
cp_corporation_b3The Blue team is staging a hostile takeover of the Red corporation! Follow the Blue team from their invasion in the harbor to the dramatic capture of the Red team's corporate office.
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| Category: TF2 > Control Point |
| Tags: battleship, ocean, docks, harbor, warehouse, office, president, lobby, assault, attack/defend |
| Added 1 year ago - last modified 1 year ago |
| 7,436 views, 2,256 downloads, 15 comments, 2 favorites |
Author's Readme/Notes:
Corporation beta3.0
cp_corporation_b3.bsp
by Reed Hawker ([aVa] Hawk)
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Updates for b3.0
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GENERAL FIXES
- The exterior of the corporate building received a much-needed face lift.
- Red's first spawnpoint has been heavily reworked. Eventually there will be a crane on top of this building.
- The map has been made a little more sniper-friendly. Before, it felt like after the first round there wasn't much use for snipers. This should be changed, and hopefully not for the worse.
BALANCE
- CP1 - players can now easily get on top of the CP1 roof. This will accommodate snipers and allow Blue to provide cover fire on the way to CP2. Naturally, Red will be using that rooftop until CP1 is taken.
- CP2 - Red now spawns a bit further away from CP2.
- CP4 - A new perch is available to Blue that overlooks the second warehouse.
- CP6 - Big changes here. Everyone said it was too hard to capture the last point. Well now, there is a second route to the top floor so that Blue doesn't have to be held off at one set of stairs. Additionally, if Blue presses to the top floor, a new alternate route opens up for them to better assault the final hallway, or sneak into the side-room. As a final aid to Blue, I've made it take slightly longer for Red to exit the final spawnpoints.
Overview:
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The Blue team is staging a hostile takeover of the Red corporation! This assault map follows the Blue team from their invasion in the harbor of the enemy to the dramatic capture of the Red team's corporate office. Battle your way through the docks, warehouse, and working spaces as the Blue team or defend your CEO to the end with the Red team.
This map is a control point map along the styles of Dustbowl, in which the Blue team attempts to capture all of Red's control points before time runs out. Once a control point has been captured, it cannot be recaptured. There are three rounds with two control points each.
This is my first Team Fortress 2 map and it's still in beta, so I hope to learn a lot from the people who test it out. Please leave your comments on ways I can improve it. There are still a lot of unfinished areas, but I'm still open to advice on how I can improve its visuals, layout, and balance.
How to Install:
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Unzip the contents of the zip file into your team fortress 2\tf\maps directory. It is one singular .bsp file and all custom objects and textures should be included within it.
Thanks:
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Thanks to the kinds folks over at TF2maps.net for their help on various little problems I came up with. Also, a big thanks to my Avalanche friends for helping to playtest this map.
And especially, thanks to the many people who have provided me helpful feedback on FPSBanana. Yours has been especially helpful in terms of balance. Specifically, thanks to AI|Chicky, chillywi, crazychicken, and TeeCee. |
DOWNLOAD  (19 mb) |
 Add Feedback Please provide constructive feedback and adhere to FPSB's Posting Rules. The submitter also provided the following feedback instructions:This map is still in beta, so I hope to learn a lot from the people who test it out. Please play the map and leave your comments on ways I can improve it. I listen to feedback and carefully consider it for my next releases. Hopefully with your help I can make this a great map to play on.
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