Indulge - cp_indulge_rc3
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MAP INFORMATION-

Title:                 cp_indulge
Version:               Release Candidate 3
Filename:              cp_indulge_rc3.bsp
Created By:            David Lohmeyer - VilePickle
Author Email:          vilepickle@gmail.com
Type:                  5-point CP
Web:                   http://www.vilepickle.com
Compile Date:          10/3/09
Development Cycle:     Internal Alpha -> B1 -> B2 -> B3 -> B4 -> B5 -> B6 -> RC1 -> RC2 -> RC3

Description:
Indulge is a Sawmill themed 5CP map that uses height as a primary element around each control point.

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RC3 CHANGES/FIXES:
(Barring any significant gameplay shifts and feedback revelations, very little will change from RC3 to the upcoming final version)
-Spytech rockets added behind the initial spawn
-CP1-2 Connector room streamlined visually
-1-2 Saw room connector now has a half-path option added connecting to the lower CP1 area.  The exit to this is close to the current exit in terms of what can be seen and offers an alternative to a potentially spam-filled door that can currently be locked down too easy.
-Lowered saw damage slightly


RC2 CHANGES/FIXES:
-CP1 saw side entrance now exits further into the CP1 area, extended exit has windows (should help prevent the spam lockdown of that entrance)
-Saw does a little more damage
-CP3 area elevated bridge cut to not impede rocket/grenade jumps
-Fixed minor visual errors around the map
-Made a light fixture solid near Cp3 for jumping
-Moved 1st resupply cabinet towards the center of the room slightly
-Fixed rain glitching through buildings in a few spots
-Added a wood plank to the CP1-2 connector "mini-spiral" to improve flow in that room
-Added supports to stone bridge


RC1 CHANGES/FIXES:
-Relocated the 1st foward spawn off to the side some for better flow
-Windows at mid building made smaller and look like they match better
-Cubemaps problem fixed (purple windows)
-Rain worked on so it's in more places and not going through roofs
-Clipped doorframes at first spawn and other clipping


BETA 6 CHANGES/FIXES:
-Fixed my error of not cloning the medium health pack at mid
-Made a small annoying circuit box at mid cp nonsolid


BETA 5 CHANGES/FIXES:
-Moved the medium hp at mid slightly closer to the middle
-Middle building has windows on the sides now so excessive flanking options aren't as widespread, players can see when someone is coming better
-Middle side buildings have gained some transparent windows as well
-CP2-3 connector building has a narrower path and a key arrow sign was added to help directions, this helps FPS and defines the area better
-Fixed up some clipping
-Optimized CP3 some more


BETA 4 CHANGES/FIXES:
-More detail added throughout
-CP3 glass above is more developed
-Cover added to CP1 main doorway to give a better choice for CP1 attackers on what way they want to approach without being picked off (sort of serves as 2.5 entrances but not quite)
-Archway on 2-3 connector developed and is now more realistic
-Cp1 cap time back down to default 2 seconds (from 3)
-CP1 has an additional exit stairwell from the lower level, mostly for those who get lost coming out of the spawn
-Directional signs worked on
-Removed the close resupply cabinet in Cp1 spawn to prevent easy point spam


BETA 3 CHANGES/FIXES:
CP3 Capture area increased to all of the center house floor
CP3 capture area now has a skylight to view attackers from above slightly better
CP2 to CP1 connector simplified
New ramp added to CP2 up to the ledge into CP1
CP2 ledge to CP1 now has a small lip for players to stand on
HP around CP2 moved near the CP to help attackers hold slightly better


BETA 2 CHANGES/FIXES:
General-
-1st forward spawn makes it more obvious where to go upon exit.
-2nd forward spawn location swapped with opposite team (now on your own site of mid)
-2nd forward spawn respawn time reduced to somewhat accomodate increased distance (equals Badlands)
-Saw volume reduced, damage down to 20 per tick (does not instagib)

CP1-
-Removed lower entrance to stop excessive back capping
-Two resupply cabinets are now in spawn
-CP area now more open and cover given to defense to compensate, point is visible from spawn now to prevent ninja caps
-Cap time increased 1 second
-Added a new ramp up to the bridge for ease of exit and another path out of lower area
-Medium ammo added to a risky area down below

CP2-
-Cover added to Cp2
-Rearranged some health packs

CP3-
-Medium HP moved closer to the side building
-Moved the concrete blocks near mid some to prevent the over excessive flanking (flanking is still pretty major though)
-Reduced mid cap time 1 second since the CP is quite vulnerable

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THANKS TO:

Playtesting:           Stingray
			Mithun
			Glue
			TF2Maps
			#tf2-invite
			TF2F
Ideas:			ScorpioUprising
			Icarus

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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_indulge_rc3

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©2009 David Lohmeyer.
All Rights Reserved

Team Fortress 2 is a registered trademark of Valve Software.