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Map Details
Release: Beta
Version: 1.0
Filesize: 24 mb
Players: 32
Theme: Not Specified
Time of Day: Day/Light
Season: Not Specified
Weather: Other/Not Specified
Textures: Standard
Meshes: Standard
Map Size: Medium
Environment: Indoors, Outdoors
Effects: High Dynamic Range(HDR)
Misc. Features: Ambient Sounds
Classes: None/Not Specified
Devnotes
Hammer Editor
Paint.NET
VTFEdit
cp_ironbowl_b3
Uninterrupted 3-stage attack/defend map
Added by...
Key Authors
hydrage
Category: TF2 > Control Point
Tags: dustbowl, laser, lasergate, stage, industry, factory, industrial, attack, defend
Added 1 year ago - last modified 9 months ago
1,756 views, 288 downloads, 8 comments, 0 favorites
Author's Readme/Notes:


UPDATE:

CP_IRONBOWL_B7 is now released. You can get it here.

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

CP_IRONBOWL_B3
Beta 3 Release

Author: John "hydrage" Pafford
Email: Dev.Ironbowl@gmail.com
File: cp_ironbowl_b3.bsp (all custom resources are embedded)


This is the third beta release for Ironbowl. This is a multi-stage attack/defend control point map, similar to Dustbowl. Unlike Dustbowl, there is no forced respawn between rounds; instead, a series of "LaserGates" will open up allowing access to the next stage. The defending team (Red) has 60 seconds of setup time at the beginning of the game, and 30 seconds of setup time between stages.

Objective:
BLU Team wins by capturing all Control Points for each of the three stages A, B, and C before the time runs out. RED Team wins by preventing all the points from being captured.

Special Notes:
After capturing Point A, some of RED Team's LaserGates will shut off, enabling BLU Team to access Point B. After capturing Point B, more of RED Team's LaserGates will shut off, enabling BLU Team to access Point C.

Other Notes:
Control Points cannot be captured while they are locked. RED cannot recapture any of the control points in this beta version.

Unnecessary Notes:
The opposing team's LaserGates WILL hurt you...


Developer Notes:
I have tried to design the map so that each of the nine classes have areas suitable to their abilities:

Engineers
- lots of possible sentry-gun placements
- plenty of ammopacks to replenish metal during setup time between stages
- a few tucked away locations near the front lines (and behind them) that are suitable for teleporters

Pyros
- lots of corners and several "figure-8" pathways, to aid ambushing and flanking
- several areas where healthkits are rare, enabling victims to burn longer

Demomen
- lots of tight winding corridors for planting stickies and bouncing pipebombs
- a few places to sticky-jump a great distance, and then pick up a nearby healthkit

Scouts
- lots of places to double-jump to raised platforms
- lots of places to double-jump from platform to platform over lower elevations

Snipers
- several long distance corridors
- a defensive sniper nest for each stage

Soldiers
- lots of places to rocket-jump to raised platforms
- several multilevel areas, creating advantages for higher elevation

Spies
- lots of nooks to hide in while disguising and/or cloaking
- several "figure-8" pathways to aid infiltration

Heavies
- a handful of chokepoints, with concealed nooks nearby for medics and dispensers

Medics
- plenty of cover



Change Log (since Beta 2)

Design:
1 - Relocated RED's spawnrooms for stage 1 and stage 2 further forward
2 - Made several design changes to accommodate the above change to improve balance and flow.
3 - Made several changes to the stage 3 area near Point C to give BLU an easier time reaching Point C. Most significantly, the places where RED's stage 1 and stage 2 respawnrooms used to be now exist as side corridors for the main stage 3 area. Also, getting access behind the one-way gate at Point C is now easier for the BLU team.
4 - Modified the area outside of BLU's spawnroom to give BLU more advantage. Most significantly, BLU now has ramp access to higher elevations at stage 1.
5 - Added an additional exit from BLU spawnroom after Point A has been captured
6 - Added a new corridor behind the wiregate at Point A that overlooks the tunnel running between Point A and RED's stage 1 spawnroom.
7 - Added a BLU LaserGate inside the garage area connecting stage 1 to stage 3.
8 - Changed the one-way gate at Point A to open only after BLU has captured Point A.
9 - Changed the one-way gate in the upper corridor above Point B to open only after BLU has captured Point B. Also, a new one-way gate has been positioned in that corridor to be more advantageous for BLU's assault on stage 3.
10 - Added a one-way gate inside the tunnel that connects the stage 3 area to the lower tunnel between stage 1 and stage 2.
11 - Removed the lower corridor that connected the back of the stage 2 area to the middle of the stage 3 area. This corridor is now part of RED's stage 2 spawnroom.
12 - BLU can now use the resupply closets inside RED's respawnrooms after BLU has captured the associated control points.
13 - Added more ramps, player spawn points, and resupply closets to BLU's spawnroom. Also, removed extraneous healthkits and ammopacks.
14 - Reduced the capture time for Points A, B, & C
15 - Changed several healthkit and ammopack locations
16 - Overhauled the overlay signs and directions for guiding players through the level
17 - Added Visualizer Brushes (circular "No Entry" signs) at each of the LaserGates to better clue in players about potential imminent death.

Aesthetics:
18 - Added many new cubemaps, perhaps too many
19 - Improved the 3D skybox
20 - Improved some detail brushwork/texturing
21 - Brightened the lighting in various areas
22 - Tweaked the lighting in BLU's spawnroom to make it less... nauseous.

Exploit Fixes:
23 - Added NoBuild zones to the LaserGates to prevent Engineers from building a Teleporter Exit behind an enemy LaserGate.

Other:
24 - Added playtesting credits



Known Issues:
- the Visualizer Brushes at each of the LaserGates will block an enemy Demoman's grenades. At this time, I do not know of a work-around.
- the NoBuild zones at each of the LaserGates, although specified to only prevent the enemy team from building, will affect both teams. Also, these zones will not disable when the respective LaserGate is shutdown, preventing Engineers from building within the otherwise unobstructed doorway.


Questions/Comments:
Please send any feedback to me at the provided email address. Let me know of any glitches, exploits, imbalances, misaligned textures, unclipped geometry or props, catastrophic failings, negligible foibles, or anything else that you think could be improved.


Scheduled for Beta 4:
- better hints & clipping
- fixes for any issues that are sent to me (...so send them to me!)



©2008 John "hydrage" Pafford
All Rights Reserved
DOWNLOAD
(24 mb)
Feedback
1 year ago
hydrage



I apologize for the delay. Yes, I'll definitely be releasing an updated version! I'm taking everyone's feedback into consideration. Among other things, there will be fewer healthkits and ammopacks.


EDIT:
Beta 7 is now released!

You can get it here.





Bananite
1 year ago
Feralig8tr



I really liked this map, outside of the health and ammo distribution. That was a major flaw, for me. Needs to be much more conservative in the next release.

Bananite
1 year ago
AI|Chicky



Any chance there will be an updated version soon?


www.clan-ai.com
1 year ago
ExpletiveDeleted



I havent bothered to play engineer myself, but it does appear that there is almost too much metal, and engineers have an easy time getting things built fast. U may want to take some of the boxes and knock them down a level. You need to have just enough that they can start building and then either have to go back to spawn or rely on their dispenser.

I know ur reasoning is there not forced back to respawn after each stage and thats why they need the extra metal, but at the same time, their dispenser also remains from stage to stage (assuming they build it intellegently).

Bananite
1 year ago
FLOOR_MASTER



We ran several rounds of B3 with 30 players. The changes around the 5th/6th point are definitely a step in the right direction, but unfortunately the rounds never progressed beyond the capping the 3rd point.

There's a sentry position around the 1st/2nd point area that's tough to counter: ironbowl_b3_1.jpg. I can't say if it's a big problem yet, but assuming it is one thing that might help would be creating a wall between the left red brick column and the blue/white wall here: ironbowl_b3_2.jpg.

The 3rd point is extremely difficult to take with a half decent defense. The main issue is RED's respawn time being only 10 seconds coupled with RED spawning right next to the two points as opposed to being somewhat equidistant like in B2. Increasing the respawn time significantly is a first step, but you may need additional remedies.

There's a small shack between point 3 and 4 that engineers can build on that is also insanely hard to counter. I'd recommend taking steps to make the roof inaccessible to engineers. There are enough ground-level points to place sentries already.

The signage is much improved; a tad cluttered but a lot better than B2.

Looking forward to the next beta...

2fort2furious
1 year ago
ExpletiveDeleted



How would the timings affect an instant respawn server?

Bananite
1 year ago
chillywi



We had a lot of fun on this map. One complaint: the blue spawn is a little confusing and makes things hard on engineers. Since players spawn facing different exit doors that are really far apart, if you drop a teleporter entrance (required on this map), half your team misses it. I'd love to see it switched so the spawn works more like Dustbowl A, where everyone spawns in one spot but is able to go alternate routes.

The rest of the map was a little confusing as well. You have a ton of signs showing all the time. Instead of doing that, how about turning large arrows on as each CP is capped. The large arrows used on Hydro would be perfect. See cp_science for an example of a confusing map made easier with good signs.

There's almost too much health and metal laying around. I can see a full server (we only had 5-5) having 4+ engineers and easily locking down a CP.

Bananite
1 year ago
jiiven



Pros: big, beautiful, non desert themed dustbowl style map with a twist. suits all classes including pyro! :)
Cons: none rly, but the map can be very confusing the first time, and i got some bad fps, had down to 30 fps in some areas.
Improvements: more direction signs
Notes: benches in blu spawn doesnt clip.
I havent played this public, but i think it should be fairly balanced. reds respawn time is maybe a tad too short.
think it requires quite alot of players to be played properly.
this is a very good map, cant wait for it to be played on servers :D

Bananite
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hydrage
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Bananite

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