Castle - cp_castle4

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MAP INFORMATION-

Title:                 cp_castle4
Version:               Final 4.0
Filename:              cp_castle4.bsp
Created By:            David Lohmeyer - REV6|VilePickle
Author Email:          vilepickle@gmail.com
Type:                  CP - Dustbowl style
Web:                   http://www.vilepickle.com
Compile Date:          5/11/2008
Development Cycle:     Beta 1 -> Beta 2 -> Beta 3 -> Final 1.0 -> Final 2.0 -> Final 3.0 -> V4 Beta 1 -> V4 Beta 2 -> V4 Beta 3 -> Final 4.0

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FINAL 4.0 CHANGES/FIXES:
If you disliked this map before, you may wish to try it again.  The changes are extensive, and it is a very different map.
From V4 Beta 3:
Stage 1-
-Moved health/ammo near 1-2 dropdown closer to the doors into the CP area.

Stage 3-
-Added health/ammo where the old fog pit used to be
-Added tunnel for defense to get up to the side attacking ramp
-Reduced cap time on 3-2 from 10 sec for 1 player to 8

From Castle3:
General-
-Outside lighting less harsh
-Timers changed to match Dustbowl (starts at 4:30), except 3-1, which adds 3:00
-All stages have seen massive visual updates
-Lighting has been improved all around
-All stages have seen optimization updates
-3D skybox added.  Nothing spectacular, but it looks better in areas
-All spawn rooms have been updated to look like regular TF2 spawn rooms
-Gameplay props that could fade out in Direct X 8 no longer fade out
-Player clip ceilings in all areas have been raised
-Lanterns on walls are no longer solid to get stuck on
-Health and ammo packs can no longer fade out at a distance (remnant from early TF2 mapping)

Stage 1-
-CP 1-1 added to the stage
-CP 1-1 is housed in a building, replacing the small bridge.  This adds more cover outside
-RED now has a spawn exit that is not easily camped

Stage 2-
-One RED spawn door is now elevated and has cover
-BLU has additional elevation on one of its old attack routes via a ramp
-RED can now defend 2-1 slightly easier with a new platform near the CP and larger ammo packs
-Additional direction signs added
-Sticky bombs can no longer be tossed over the start gate
-Defenders can no longer push into BLU's main hallway
-BLU's first hallways now have roofs to provide better FPS and more cover

Stage 3-
-BLU starting gate moved towards the spawn room
-Sticky bombs can no longer be tossed over the start gate (but you can make smiley faces on the invisible barrier :)
-RED can no longer pass BLU's starting gate after round start
-CP 3-1 moved towards the BLU starting area more
-CP 3-2 moved to the end of the bridge, and half of the inside castle area removed
-There is now a way out of the 3-2 canal that doesn't lead into RED's area
-The left side before the 3-2 bridge now provides better sniper cover
-There is now an elevated building before 3-1 to easier mount an assault on the point
-There is now a place to setup on defense by 3-1 that cannot easily be flanked, but is on ground level
-Smoke cloud in the canal removed

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FINAL 3.0 CHANGES:
BUGFIX: Players can no longer get over the Cp wall behind stage 1 and become trapped in a void area.
BUGFIX: Players no longer see invisble walls when on top of the CP2A mini-walls.

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FINAL 2.0 CHANGES:
General-
-Better optimization added to all 3 stages.
-Most models have their fade distance set, so rocks across the map won't be drawn anymore.
-New scoring system now in place: a point is added for each CP capped.
-Detail added to the spawn rooms.
-Decals changed to overlays, improving their quality and making them visible to all.

Stage 1-
-Windows added to the towers in stage 1 and 2.
-A large castle wall has been added behind the stage to prevent excessive drawing from stage 2.  At the right dropdown, FPs increased about 20.

Stage 2-
-An alternate route for blue is now in place before the traditional starting hallway.  This should stop it from being a huge chokepoint, as there is already a chokepoint later in the stage (breaking through RED's spawn waves at 2B)
-Area mostly retextured to distinguish it from Stage 1.

Stage 3-
-The keep walls are textured differently to give the area some variety.
-Minor see through brush fixed.
-Smoke cloud is slightly less intense.
-An alternate door at the side entrance to CP 3B has been added.
-The CP stand for 3B has been lowered.  Scouts can now double-crouch jump onto it from either side (the front requires the boxes)

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FINAL 1.0 CHANGES:
Stage 1-
-Added small health/ammo to far dropdown entrance of inside castle.
-Added a wall inside the castle to prevent excessive sniper spam.
-Wood fences added inside the castle.

Stage 2-
-An additional CP has been added to this area half way through.  It will add 4.5 minutes to the timer when taken.
-More crate cover added to far path.
-A wall has been added to the far path to block LOS to the red resupply, cutting down on sniper spam.
-Tweaked some health and ammo packs.
-The wall leading to the last CP has switched sides in attempt to bring better flow to the CP.

Stage 3-
-The main bridge has been redone visually and now has a cover over it.  This should also help with excessive sniping.
-Soldiers can no longer unintentially get on top of the starting wall.
-Tweaked some health and ammo packs.
-Some wall locations have been adjusted inside the final fortress to increase flow to the last CP.
-Additional signs added.

General-
-Visually many details have been added everywhere.
-More optimization added in every area.
-Sun brightness reduced slightly.
-All areas now have 18 spawn points assigned.
-Many flatter areas have been modified to be more uneven.
-Rocks have been recolored to better match the surroundings.
-All CP's now take 6 seconds to capture.  This is a small change only to area 2.
-Timers have been revised with the addition of the double-CP areas.  The net result is mostly identical timings, but it has been streamlined.  They are as follows:
Area 1 - Start: 7.5 minutes
Area 1 - Capture: Add 4.5 minutes
Area 2A - Capture: Add 4.5 minutes
Area 2B - Capture: Add 4.5 minutes
Area 3A - Capture: Add 4.5 minutes

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BETA 3.0 CHANGES:
Stage 1-
-Added another door on the right side inside the castle for offense.
-Time to capture the CP has been reduced 2 seconds.
-Added more sniper cover in the castle itself.
-Players can now rocket jump on top of the middle wall inside the castle.

Stage 2-
-Time to capture the CP has been reduced 1 second.
-Sniper cover has been added near the defense resupply.
-Extra exit added to red resupply to prevent excessive spam.
-Tweaked the size of some ammo and health, and added some health/ammo for offense.

Stage 3-
-A new CP has been added to this area before the bridge for offense to capture.  This will give an additional 4 minutes to capture the last area when taken.
-An additional "bridge" to the castle has been added in the form of a wooden plank halfway across the canal.
-Extra exit added to red resupply to prevent excessive spam.
-Tweaked the size of some ammo and health.
-Health kits added in several locations for offense.
-Added cover in two locations inside the castle against "sniper spam".
-Time to capture the last CP has been reduced 2 seconds.

General-
-Issue with respawn walls showing up on a delay in some cases should be fixed.
-All round timers have had 30 seconds added to them, bringing the timers to 7.5 minutes.
-Various visual tweaks and additional signs added.

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BETA 2.0 CHANGES:
Stage 1-
-Increased timer from 4.5 minutes to 7 minutes.
-Added a second resupply locker to blue's starting spawn.
-Added cover inside and outside.
-Added an alternate path to the CP, closer to the far right castle entrance.
-Removed health and ammo from the CP platform.

Stage 2-
-Added cover to the far hall.

Stage 3-
-Removed invisible wall near red resupply.
-Modified down the size of ammo packs for defense.

General-
-Tweaked sun color and intensity

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DEVELOPMENT: 

Program:               Hammer
Compile Time:          1 hour
Compile PC:            Core 2 Duo 6400, 2GB RAM

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INSTALLATION: 

Extract the zip file to 
...Steam/steamapps/$$Your Steam ID$$/team fortress 2/tf/maps

Create a server with cp_Castle4

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©2008 David Lohmeyer.
All Rights Reserved

Team Fortress 2 is a registered trademark of Valve Software.