Follower - cp_follower ====================================================== MAP INFORMATION- Title: cp_follower Version: Final 1.0 Filename: cp_follower.bsp Created By: David Lohmeyer - VilePickle Author Email: vilepickle@gmail.com Type: 5-point CP Web: http://www.vilepickle.com Compile Date: 4/24/09 Development Cycle: Beta 1 -> Beta 2 -> Beta 3 -> Beta 4 -> Beta 5 -> Beta 6 -> RC1 -> Final 1.0 Cycle Length Time: Approx 2.5 months with extensive testing Description: Follower is an original 5-point CP map influenced primarily by Granary and Badlands. The map is intended for a competitive setting first, though it should be fine for public servers as well since it is modeled closely after official Valve maps. ====================================================== FINAL 1.0 CHANGEs/FIXES: -The steep slopes on each side of CP3 have had 2 rocks added to make their existence more clear (players sometimes got hung up). -Small ammo added to lower 2-3 connector area. -Small graphical errors fixed. -Middle area optimized further. -Slightly reduced the size of the sniper room looking out into the CP1 area so snipers weren't quite so powerful while far back in the room. -Increased the width of the CP1 platform from the right sniper room so it blocks more of the lower CP1 area when snipers are inside the actual room itself. This should force them to expose themselves more to get better shots. -Added a small basketball-themed section to the first spawn areas. -Clipped railroad tracks at mid better. -Removed a hiding spot at lower mid Cp that could hide a scout for back-caps too easily. -Small ammo added to mid on/near CP. -Fixed the CP's on the HUD capturing backwards. RC1 CHANGES/FIXES: -Detail added in various spots around the map. -Optimized the map further than it already was. -Fixed an issue where scouts could doublejump and get stuck on garage doors when they open. -Removed the small health on each end of middle's trains since there was already an excessive amount around middle's other locations. This should makes scouts slightly less lethal near the center CP and make them choose to go in or stay near the outer rims. -The cargo crates at 2-3 have been replaced by a greenhouse of equal dimensions, opening up visibility slightly with see-through glass and becoming more visually exciting. -Swapped small and medium ammos on the CP2 flank with the CP2 overpass. This should force anyone building a sentry at CP2 to walk slightly further for the larger ammo pack or risk exposing themselves on the bottom level of CP2 for that medium pack. BETA 6.0 CHANGES/FIXES: -Fixed a spawn timer mixup on Blue CP2 that reduced Blue's spawn timer when they held their own CP2, but didn't reduce Red's timer when they took Blue CP2. This should make teams completely balanced, and this mistake could have a large effect on overall gameplay. -Made some more lights solid to jump on. -Unclipped a ledge at mid for players to stand on above a doorway. -The CP1 wall has been removed since it was unneeded. BETA 5.0 CHANGES/FIXES: -There is now a dropdown exit from the middle building to help attackers overcome CP2-3 yard spam. -There is a new plank from CP3's balcony area to the CP itself. This allows more alternatives to the CP but is balanced with a risk of falling off. -Cut off the overpass from CP 2-3. It no longer allows entrance from both sides. It drops off next to the hill entrance to CP3. This should make blind quick attacks to CP2's flank less attractive. -Added an additional cargo crate to the stack near the high CP2-3 entrance to stop excessive spam from the tops of the crates. It's still possible to get on the other side via skilljumps. -Removed some excessive clutter cover from the CP1 area to provide more room to work with for both sides. BETA 4.0 CHANGES/FIXES: General -Removed the tall catwalk between CP2/3 near the cargo crates. -Some general corners that needed clipping were clipped. CP3 -Removed the lower right entrance to the middle area. -Added an extension to the middle building above where the lower right middle entrance used to be. Modified the CP2-3 section to accomodate. -Shortenened the width of the overall middle area. -The above changes result in a smaller playing area for CP3 with more options for attackers (they can use the right side more effectively). -Added a medium health pack to the left entrance into the middle area. -Another building added to each side of mid to close excessive sniper lane and to make it feel less open. CP 2/4 -Removed the lower flank entrance for attacking. -Added another ramp accessing the upper level on the opposide side of where it is now for defense to accomodate the loss of an exit. -Added small health on new defensive ramp up to help defense slightly. -Overall, this point should be slightly easier to defend in 6v6 games. CP 1/5 -Removed the small planks across the area and replaced it with a straight bridge. -Added a small building near the CP for defense to hold that contains a small health pack. This tower puts defenders on equal height with the highest attackers. -Shortened the length of the closest offensive building and made the cut off section a balcony. Defenders can use this balcony to help stop attackers up high. BETA 3.0 CHANGES/FIXES: -Many fixtures that looked reachable by skill jumps have been made solid. Middle -Medium ammo added on each side in the middle area. -Small health added to the bottom of the middle. -Small ammo added to the bottom approach to middle. -The terrain under the bridge has been raised. -A small inaccessible (to non-skill jumps) bridge now resides near the middle flank route to block some excessive sniper lanes. -The size of the building interiors on each side of the middle is reduced. -An extension has been added to the middle building where an excessively long sniper lane was available. This should also reduce the perceived size of the middle. -The minor wood shacks on the sides of the middle have been lengthened slightly. CP1 -Players at CP1 now spawn forward some to reduce travel time. -CP1 has additional cover for defenders that provides some height. -CP1 has a small ammo and health location for defenders since the resupply is far away and attackers are closer than normal when they enter. -The control point itself now has some cover to avoid excessive offensive spam. CP2 -The looks of the catwalk around the CP have been tweaked. -The catwalk outside of CP2's building no longer terminates inside CP3's building, it terminates at the steps entrance to CP3's building. BETA 2.0 CHANGES/FIXES: -Fixed the blue respawn cabinets. -Added collisions to the telephone poles in the middle. ====================================================== THANKS TO: Inspiration: Stingray, Mercyon Playtesting: Stingray Mercyon Mithun Bloodsire Gotfrag #tf2.gather.us #tf2-invite TF2F BRBU Fester's Place equinox clan FearedGamers ====================================================== INSTALLATION: Extract the zip file to ...Steam/steamapps/$$Your Steam ID$$/team fortress 2/tf/maps Create a server with cp_follower The files in materials/VGUI/maps are the server browser map photos. They are not required. They are unable to be packed with the BSP. ====================================================== ©2009 David Lohmeyer. All Rights Reserved Team Fortress 2 is a registered trademark of Valve Software.