The classic Goldeneye/Perfect Dark map remade into Team Fortress 2 form.
Objective:
Capture Control Points to gain more spawn locations for your team and in turn rid the enemy of theirs. Capture all the enemy's spawns and kill the rest of them off to win the game!
Secondary Objective:
Holding Control Points over time adds to the Domination Score of your team. First team to 100% Domination wins!
-Fixed bug where Blu would get sent to jail early and Red wouldn't get sent to jail at all.
-Changed all small health and ammo packs to medium
-Other minor fixes.
Updated 4/27/08
v0.4b Changes
-Lowered setup time to 30 seconds
-Increased cap time to 10 seconds
-Made it so owning more CP's reduces your spawn time
-Changed Red base to the Pipe Room
Updated 4/17/08
v0.4 Changes
-Put some more visuals in there
-Added soundscapes
-Added new versions of the sign models that have gray skins
-Added a 45 second setup in hopes to curb scout rushing
-Added a 10 second grace period at the beginning of a round to switch classes without dying
Bug Fixes
-Fixed cubemaps not working (hopefully)
-Hopefully fixed the menu objective text not showing up.
Feature Additions
-Made it so you don't spawn in a room with an enemy present unless there's no alternative (i.e. You're down to only one CP)
-Made it so players getting out of jail will have a temporary quick respawn
-Added menu photos to hopefully make objectives clearer.
Other Changes
-Changed all the HL2 textures to orange textures, so now it looks even uglier!
-Made the Domination points go up 20% more slowly to allow more time for conventional victories.
Updated 2/10/08 again
v0.3d Changes
Bug Fixes
-Fixed CP signs not showing up when RED team caps them initially
-More skybox leak fixes
Updated 2/10/08
v 0.3c Changes
Bug Fixes
-fixed blue players spawning inside a playerclip
-fixed a bug where teams with similar scores would both win the round.
-fixed a couple more geometry holes
-fixed a couple malfunctioning signs
Additions
-Added real time scoreboard instead of intervaled popups.
-Added more lighting
-Added observer cameras
-Tweaked vents and some more railings.
-Added 25% more to the CP capture time, trying to lessen the random ninja captures.
Updated 2/3/08
v 0.3 Changes
-Scaled map 150% to improve room.
-Added more lights
-Added holographic score meter to each Control Point
-Fixed a bug where the map didn't end once a team lost all the spawns
-Added some more decoration
-Added HUD icons and signs for improved navigation
-locked down with playerclips
-some suprises
Updated 12/9/07
-Added health/ammo items
-lowered cap time for all points
-fixed Blue Base capture area
-miscellaneous texturing, detailing
Wow a very interesting map idea. Essentially you create a dual system for winning, either a team can cap all the points or they can win gradually by building up domination as you call it.
First off can I ask how you managed to set up the domination system? I have actually been looking to do a map which is almost identical.
I like your messages that say how much domination each team has built up, every 5% i think the messages pop up. I was wondering, however, wether you had looked into having an HUD representation of the domination (similar to how the flag cap count is displayed in 2fort.)
Oh and I absoutely love the bars that fill up for each team as they continue their domination.
Overall I think this is an excellent playstyle that should be looked into. I prefer it to the all-or-nothing style of scoring on cp maps we have now.