Map Name: Crude Control 
                  Author: [WTF?]Huenberry 
                  Map Type: Capture and hold 
                  Web Site: N/A 
                  Download: crude_control.zip 
                
                  
                
                  
                     
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                      New Textures | 
                     
                     
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                      New Skybox | 
                     
                     
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                      New Models/Sprites | 
                     
                     
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                      New Sounds | 
                     
                  
                 
                
                Scoring:  
                Base crude tanks: 
                  2 points for the team every 20 secs. 
                  If captured by enemy, they get an immediate 
                  25 points for the team, 10 frags to the player 
                  and 4 points for the team every 20 secs. 
                Center crude tanks 
                  1 point to the team every 10 secs. 
                  2 Frags to the capping player. 
                Overview: 
                It's been a while since a new LOTW has been posted here on 
                  PlanetFortress. Not only do i blame myself, but i also blame 
                  the noticeable slowdown of the TFC community. What with all 
                  the hype about the new HL2 and impending TF2, it's understandable, 
                  but it's a shame that PF isn't what it used to be. Anyway, the 
                  LOTW is back. And surprise, surprise! It's another [WTF?] creation! 
                 
                Crude Control is a king of the hill variant in which you must 
                  capture and hold the different tanks spread around the map to 
                  rack up the points. Rockets fly, grenades explode and players 
                  run, yet there is no danger of a black tide! Read on!  
                Description: 
                For starters, Crude Control was made by [WTF?]Huenberry, a 
                  member of the renouned mapping clan [WTF?] which is responsible 
                  for pumping out some of the finest TFC maps around. Even though 
                  this reviewer (myself!) as played pretty much every map made 
                  by them, the quality of this map has not been pre-judged, but 
                  i did have high expectations... I was not disappointed. 
                Crude control, as it's name suggests, is control map in which 
                  your team has to capture and hold tanks of crude spread around 
                  the 3 main parts of the map: Your base's 2 tanks, the 4 tanks 
                  in the middle of the map and the enemy's 2 base tanks as well, 
                  all of which cannot be recaptured for 21 seconds. 
                 Think its going to be a walk in the park? Think again! 
                The map is set at night in some kind of rocky setting filled 
                  with lush green grass surrounded by cliffs and a few puddles 
                  of water. Arches carved in the cliffs and ledges spread all 
                  over th map add even more vertical gameplay which is essential 
                  in order to advance on the enemy team and provide a little something 
                  this reviewer like to call the "Death from above factor", 
                  which basicaly means the ability to rain down grenades and sniper 
                  fire to take care of any defense the enemy team might have without 
                  exposing yourself to too much danger. Here, Demomans quickly 
                  demonstrate their potentials to secure the middle area which 
                  has 2 ledges with a layout reminiscent of Warpath, but with 
                  less running. This provides a quick way to get from your spawn 
                  to the main fighting area and retaliate in force. 
                Every section of the map is "contained" through the 
                  use of buildings at both ends of the middle section which leads 
                  to each team's 2 base tanks, reducing visibility and r_speeds. 
                  Those buildings also have a sniper window to help the offense 
                  "do it's thing". Another good point here. Each base 
                  also has sounds of heavy machinery churning and pumping away 
                  the crude, but it tends to be annoying due to the high volume. 
                  I would of also prefered more different sounds to complete the 
                  "industrial" theme and some more environment sounds 
                  as well but it's still better then nothing. 
                Lighting is dark, but not dramatically enough to hinder gameplay. 
                  Every important section is lit enough so that players can distinguish 
                  friend from foe, yet in some points, still be able to hide in 
                  the shadows and snipe some heads off or stab someone in the 
                  back. The lighting itselfs mostly comes from spotlights located 
                  sparsely around the map, providing adequate lighting but that's 
                  it. A few glowing sprites and light cones could of been a nice 
                  add-on and enhance the nightime feel. 
                The map is symetrical, so you don't have to worry about walking 
                  around the map aimlessly. After 2 mins of running around, you've 
                  got it down. The ledges are accessible either by walking from 
                  the base or conc/rocket jumping. Or you can use the many ladders 
                  spread around the map, giving you access to them and the many 
                  roof tops. For the engineer inside of you, this means some serious 
                  sentry gun potential. Maybe not in the middle portion of the 
                  map, but for the bases, you'll have a big defense advantage. 
                  And since you do NOT respawn after all of the crude tanks are 
                  captured (A very good choice by the mapper, since you do NOT 
                  want the fast and furious gameplay to stop), keeping the defenses 
                  up is important at your base, because your 2 tanks can rack 
                  up the enemy team's points alot. 
                Class usage in Crude Control is perfect. Every class can shine 
                  here. From the fast scout which can secure the enemy base tanks 
                  easily, to the engineer which locks it down. As stated before, 
                  i found the demoman to be a great asset to a team, raining down 
                  pipeboms from ledges and/or setting up pipebomb traps on the 
                  tanks.  
                Conclusion: 
                Furious, relentless destruction awaits you. If you keep the 
                  pressure on the enemy team and start capping those tanks, you 
                  can rack up the frags and the team points very fast. Great for 
                  clan matche too!. 
                -BlackPanther 
                
                  
                     
                        
                          
                            
                               
                                BlackPanther's 
                                    Mapping Guide  | 
                               
                               
                                Capture 
                                    and hold (Intermediate tutorial) 
                                     
                                    King of the hill. A very under played type 
                                    of scenario due to the level of difficulty 
                                    the mapper has to contend with in order to 
                                    get the flow and gameplay right. 
                                   The relevance to this map? Well "capture 
                                    and hold" is the same thing. The difference 
                                    in Crude Control is that there is more then 
                                    1 capture point and it's not territorial control 
                                    but the principle is the same. 
                                  Lets take a look first at the middle capture 
                                    points of this map. Unlike the base's capture 
                                    points, they are NOT captured by anyone at 
                                    the start of the map. Let's see how he did 
                                    it.  
                                  You'll need 2 i_t_g entities at each of your 
                                    capture points, one for each team, stacked 
                                    over one another or occupying the same space. 
                                    Give each one a name  (cp1blue and cp1red) 
                                    and a goal number(11 and 12). Make each of 
                                    them ACTIVE and set the right team to use 
                                    each of them. Set the entity to give the number 
                                    of frags and team points you want and any 
                                    other effects you wish. 
                                  When each cap-point is activated it puts 
                                    in your team's flag model and removes the 
                                    other team's, wether it's there or not. So 
                                    youll need 2 into_tfgoals right above the 
                                    cap point, set to show each team's flags. 
                                    Give them a name like cp1flagblue and cp1flagred, 
                                    a goal number (111 and 121) and their state 
                                    to REMOVED. 
                                  Now go back to the 2 i_t_g entities and change 
                                    them so that when the player touches their 
                                    team's i_t_g, it restores their team's flag 
                                    and removes the enemy's flag. For example, 
                                    for the blue team, this can be done by changing 
                                    the "If goal # removed " to "111", 
                                    "Remove Goal#" to "121" 
                                    and "Restore Goal#" to "111". 
                                    So, now you have a cap point which can be 
                                    used by both team, score points, and have 
                                    their flags showing when you run over them. 
                                   
                                  But how do you set them so they can't be 
                                    capped by the enemy team right after you? 
                                    Easy! 
                                   Have the i_t_g each target a multi_manager 
                                    which changes the enemy team's i_t_g's activtion 
                                    state through the use of 2 trigger_relay entities. 
                                    The first one makes it INACTIVE and the other, 
                                    ACTIVE (so the enemy team can cap them again 
                                    after a while). Set the multi_manager to trigger 
                                    the first one and then the other after a defined 
                                    number of seconds. 
                                  This is a very quick and simple tutorial 
                                    so if you need more info, email 
                                    me or check out this tutorial on Territorial 
                                    Control over at TF Mapped.  | 
                               
                            
                           
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