2way CP, utilising moving CPs
A map for Team Fortress 2
Devil's Brew you'll get so drunk, you'll swear the control points are moving! ("don't worry, you're not THAT drunk, the control point DID move")
Won 2nd place in the FPSB TF2 realistic mapping competition
now available in new Rasberry Final flavour :)
Entered into the realistic mapping contest. Wish me luck!
my basic decision here is a CP map, whose points have dynamic defenses. more plainatively, the middle and 2ndary points move about 500 units towards the owner, and on the other side of a door(which only opens to let the CP move past).
the name comes from the design direction i planned to take: i.e. 2 breweries, in an industrial area, attempting an aggressive takeover bid of eachother.
v1.4/1.5 (final): - changed to "final" status :) - added dynamic signs - fixed lighting issues on dynamic signs - minor lighting tweaks - minor asthetics tweaks - added more clutter to final cp rooms - got annoyed at myself for hitting "backspace" and having to re-enter all this info cos browser went back a page.
v1.3: - fixed the staircase clipping issue in final cap point room - added more health kits/ammo packs in the middle areas - changed the mechanics of the centre point. now capping the centre will not close/open the middle room's external doors. these doors remain open constantly now. - added water around the boat in sky box - removed the one way doors on the upper floor of the bases - removed the inside-door on the ground floor of the bases in order to encourage fighting to include more of the red/blu bases, and the basement areas - remodeled the centre area to give a more interesting layout - added windows to sides of bases on the wall where the 1-way door used to be. - redid signs and sign layout - new preview menu image demonstrating the moving nature of the CPs










