CP_AXLE by TheMilkman

"This map is currently in it's third alpha and has changed significantly since its initial layout; anyone who played the original probably wont recognise it bar the 2nd cp.

Although it's in its third alpha i spruced some areas with detail when i had spare time i didn't know what to do with... so it's unusually detailed for an alpha, though there are still DEV textures present here and there.

My immediate concern is for the layout. Initially i had a lot of scaling issues (too big); and in shortening flanking travel distances i seemed to have removed a third flank to the middle area altogether and seemingly removed some of the more interesting geometry around CP2 as well (as the CP is not central to the combat area, to try and make it more engi friendly).

I've attempted to make it pub friendlier (for a 5cp push) with some experimental spawn wave/cap times and hopefully the lack of significant height advantages for soldiers and demos wont piss off the comp players too much. Each area offers interesting positions to fight from but i can't seem to get intermediate areas to execute well, they are all too long winded to bother with so nobody uses more than the 2 main passageways. Though each area was supposed to appear "blocky" or square in appearence, i can't help but feel i made it unnaturally so, it appears like an arena more than an imaginable environment. :/

cp_axle_b2 changes:
CP1 caps 50% slower
CP2 caps 33% slower
Moved CP1 bridge over capture area making it easier to attack
Removed accessible ventilation duct at CP1
Increased width of middle area
Re-orientated 3rd spawn more appropriately
Added minor detail to CP's 2, 3 and 4
Added detail to 3dskybox
Added small health to middle's high ground
Fixed some clipping issues

cp_axle_b2d changes:
Fixed ammo imbalance at CP2
Fixed some lighting conditions
Fixed some too-short fade distances
Added minor optimisation through appropriate model fade distances
Added optimisation through hints at CP2/4 and 3 ."

*DOWNLOAD B2D*  *MIRROR*