- Feb 3, 2008
- 434
- 73
cp_tributary current build: Alpha 8
Author: ChronoTriggerFan
cp_tributary takes place around a tributary, leading to a river with villages and towns surrounding it. Red team is planning to poison the river, to collapse the civilizations depending on the main river for a water supply. Blue team, in favor of the riverside villages, attempts to stop Red team's efforts and shut down their operation. Will Blue succeed and pull the plug on Red's plan? Will Red overcome Blue's efforts and poison the river?
Screenshots:
EDITDue to my lack of free time, i won't update the pictures for every build.
Known issues:
Cap A and B's water is red in reflection. This is a cubemap problem
If you fall into the water in Blu's spawn, you probably won't be able to get out.
Things I'm looking for:
Is the map balanced for each class?
Do the cap times and add times need to be adjusted?
Do respawn waves need to be modified?
Where would some beneficial locations of health and ammo be?
Download Tributary Here
Author: ChronoTriggerFan
cp_tributary takes place around a tributary, leading to a river with villages and towns surrounding it. Red team is planning to poison the river, to collapse the civilizations depending on the main river for a water supply. Blue team, in favor of the riverside villages, attempts to stop Red team's efforts and shut down their operation. Will Blue succeed and pull the plug on Red's plan? Will Red overcome Blue's efforts and poison the river?
Screenshots:
EDITDue to my lack of free time, i won't update the pictures for every build.
Known issues:
Cap A and B's water is red in reflection. This is a cubemap problem
If you fall into the water in Blu's spawn, you probably won't be able to get out.
Things I'm looking for:
Is the map balanced for each class?
Do the cap times and add times need to be adjusted?
Do respawn waves need to be modified?
Where would some beneficial locations of health and ammo be?
Download Tributary Here
Last edited: