Difference between revisions of "Orange X"

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(Variations)
(Removed some "unnecessary" maps from the list and added links to others, as well as making minor improvements to the article.)
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{{DISPLAYTITLE:cp_orange_x}}
 
{{custom map}}
 
{{custom map}}
 
 
{{Map infobox
 
{{Map infobox
 
   | game-type      = Control Point
 
   | game-type      = Control Point
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   | map-image      = Orange X redspawn controlpoint2.jpg
 
   | map-image      = Orange X redspawn controlpoint2.jpg
 
   | current-version = Final/Stable
 
   | current-version = Final/Stable
   | developer      = [http://steamcommunity.com/profiles/76561197979426484/ WhiteWolf_X]
+
   | developer      = [http://steamcommunity.com/profiles/76561197979426484 WhiteWolf_X]
 
   | link            = [http://ozfortress.com/maps/TF2/cp_orange_x OzFortress.com]
 
   | link            = [http://ozfortress.com/maps/TF2/cp_orange_x OzFortress.com]
 
   | map-environment = Devtextures
 
   | map-environment = Devtextures
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}}
 
}}
  
'''Orange X''' is a [[Custom maps|community-made]] [[List of game modes#Standard Control Point|Standard Control Point]] map released in 2007. It consists of a base for each team, an open second point for each team, and a center point located on a tower in the middle. Most Orange maps are known for their lack of textures and/or lack of obstacles, along with [[Control Point]]s that have exceptionally long cap times, which encourages players to simply fight in a "deathmatch" style setting.
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'''Orange_X''' is a [[Custom maps|community-made]] [[List of game modes#Standard Control Point|Standard Control Point]] map released in 2007. It consists of a base for each team, an open second Control Point for each team, and a central Point located on a tower in the middle.
 +
 
 +
Most Orange maps are known for their lack of textures and/or lack of obstacles, along with [[Control Point]]s that have exceptionally long cap times, which encourages players to simply fight in a "deathmatch" style setting.
  
 
==Variations==
 
==Variations==
Many different variations and revisions of Orange exist, including versions with more props and/or textures, different theming, slightly different layouts or spawn room configurations, different lighting/time of day, or different weather, such as snow.
+
Many different variations and revisions of Orange exist, including versions with more props and/or textures, different theming, slightly different layouts or spawn room modifications, different lighting/time of day, or different weather, such as snow.
  
 
There are at least 68 currently known variations of Orange, including, in alphabetical order:
 
There are at least 68 currently known variations of Orange, including, in alphabetical order:
 
{{columns
 
{{columns
|col1 = * cp_orange_asylum
+
|col1 =
 +
* cp_orange_asylum
 
* cp_orange_basement_mbm
 
* cp_orange_basement_mbm
 
* cp_orange_cross
 
* cp_orange_cross
 
* cp_orange_cross2_v2
 
* cp_orange_cross2_v2
 +
* [http://steamcommunity.com/sharedfiles/filedetails/?id=762178878 cp_orange_exe] (Steam Workshop)
 
* cp_orange_final
 
* cp_orange_final
 
* cp_orange_gamerland_classic
 
* cp_orange_gamerland_classic
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* cp_orange_n_simple_t3
 
* cp_orange_n_simple_t3
 
* cp_orange_NsR_X_Tower_beta2
 
* cp_orange_NsR_X_Tower_beta2
 +
* [http://steamcommunity.com/sharedfiles/filedetails/?id=530624268 cp_orange_sg] (Steam Workshop)
 
* cp_orange_skiver_v5
 
* cp_orange_skiver_v5
 
* cp_orange_skyward
 
* cp_orange_skyward
 
* cp_orange_Skyward_c
 
* cp_orange_Skyward_c
* cp_orange_Skyward_c-c
 
 
* cp_orange_storm
 
* cp_orange_storm
 
* cp_orange_super_fort_beta2
 
* cp_orange_super_fort_beta2
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* cp_orange_towers_x4
 
* cp_orange_towers_x4
 
* cp_orange_toyfort_tbrv2
 
* cp_orange_toyfort_tbrv2
* cp_orange_usk_xmas09_b4
+
* cp_orange_usk
 +
* cp_orange_usk_xmas
 
* cp_orange_vx4_b13
 
* cp_orange_vx4_b13
 
* cp_orange_warzone_rc1
 
* cp_orange_warzone_rc1
 +
|col2 =
 
* cp_orange_western
 
* cp_orange_western
 
* cp_orange_wow_2013
 
* cp_orange_wow_2013
 
* cp_orange_wow_2015
 
* cp_orange_wow_2015
 +
* cp_orange_x_7
 +
* cp_orange_x_koth_alpha5
 +
* cp_orange_x_oreon
 
* cp_orange_x3
 
* cp_orange_x3
|col2 =
 
 
* cp_orange_x3_christmas
 
* cp_orange_x3_christmas
 
* cp_orange_x3_exe
 
* cp_orange_x3_exe
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* cp_orange_x3_ddr
 
* cp_orange_x3_ddr
 
* cp_orange_x3_fix
 
* cp_orange_x3_fix
* cp_orange_x3_fix_hg
 
 
* cp_orange_x3_minecraft_june
 
* cp_orange_x3_minecraft_june
 
* cp_orange_x3_mug
 
* cp_orange_x3_mug
 +
* [http://steamcommunity.com/sharedfiles/filedetails/?id=477653262 cp_orange_x3_natural] (Steam Workshop)
 
* cp_orange_x3_night_2015
 
* cp_orange_x3_night_2015
 
* cp_orange_x3_se2_fix5a
 
* cp_orange_x3_se2_fix5a
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* cp_orange_x4_viper
 
* cp_orange_x4_viper
 
* cp_orange_x5
 
* cp_orange_x5
* cp_orange_x_7
 
* cp_orange_x_koth_alpha5
 
* cp_orange_x_oreon
 
 
* cp_orange_xmas
 
* cp_orange_xmas
 
* cp_orange_xmas_2013
 
* cp_orange_xmas_2013
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* cp_orange_z4_v3
 
* cp_orange_z4_v3
 
* cp_orange_z7
 
* cp_orange_z7
* cp_orange2_alpha1
 
 
* cp_orange2_b3_1
 
* cp_orange2_b3_1
 +
|col3 =
 
* cp_orangemas_z4
 
* cp_orangemas_z4
 
* cp_orangemas_z7
 
* cp_orangemas_z7
* cp_orange_usk
+
* [http://steamcommunity.com/sharedfiles/filedetails/?id=454119288 cp_oranges_rc1] (Steam Workshop)
* cp_orange_usk_xmas
+
* [http://steamcommunity.com/sharedfiles/filedetails/?id=660669141 pass_orange_rc1] (Steam Workshop)
* [http://steamcommunity.com/sharedfiles/filedetails/?id=454119288 cp_oranges_rc1] (Workshop)
 
* [http://steamcommunity.com/sharedfiles/filedetails/?id=660669141 pass_orange_rc1] (Workshop)
 
 
}}
 
}}
  
 
== Locations ==
 
== Locations ==
Each control point has a different name printed in [[HUD]], by order from [[RED]]'s first Control Point to first [[BLU]]'s Control Point ('''Control Point 1''' to '''Control Point 5''')
+
Each Control Point has a different name printed in [[HUD]], by order from [[RED]]'s first Control Point to [[BLU]]'s first Control Point ('''Control Point 1''' to '''Control Point 5''')
  
 
<gallery widths=150px heights=90px>
 
<gallery widths=150px heights=90px>
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== Bugs ==
 
== Bugs ==
* Players can get outside the map by jumping up and over a wall or spawn.
+
* Players can get outside the map by jumping high-enough above the spawns.
* Some props don't have a collision for ragdolls and other items.
+
* Ragdolls don't collide with some props and other items.
* Depending on the variation of the map, the Control Point lights don't always reflect their current ownership.
+
* Control Points' metallic bases don't reflect their current ownership once getting a first owner if the map was loaded for first time or after a map's reload.
  
 
== Trivia ==
 
== Trivia ==
* cp_orange_x is a Control Point map remake of [http://dod.gamebanana.com/maps/23575/ dod_orange], originally made for [http://store.steampowered.com/app/30/ Day of Defeat].
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* cp_orange_x is a "Control Point" remake of [http://dod.gamebanana.com/maps/23575/ dod_orange], originally made for [http://store.steampowered.com/app/30/ Day of Defeat] by '''BSL'''.
  
 
== Gallery ==
 
== Gallery ==
 
<gallery>
 
<gallery>
File:Orange X redspawn WhiteWolfX logo.jpg | Author's logo located in RED's spawn.
+
File:Orange X redspawn WhiteWolfX logo.jpg | Author's logo inside the RED spawn.
File:Orange X bluspawn WhiteWolfX logo.jpg | Author's logo located in BLU's spawn.
+
File:Orange X bluspawn WhiteWolfX logo.jpg | Author's logo inside the BLU spawn.
 
</gallery>
 
</gallery>
  
  
 
{{CustomMapNav}}
 
{{CustomMapNav}}

Revision as of 14:35, 13 April 2017

Orange X
Orange X redspawn controlpoint2.jpg
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Devtextures
Setting: Daylight, sunny
Map Overview
Orange X overview.png

Orange_X is a community-made Standard Control Point map released in 2007. It consists of a base for each team, an open second Control Point for each team, and a central Point located on a tower in the middle.

Most Orange maps are known for their lack of textures and/or lack of obstacles, along with Control Points that have exceptionally long cap times, which encourages players to simply fight in a "deathmatch" style setting.

Variations

Many different variations and revisions of Orange exist, including versions with more props and/or textures, different theming, slightly different layouts or spawn room modifications, different lighting/time of day, or different weather, such as snow.

There are at least 68 currently known variations of Orange, including, in alphabetical order:

  • cp_orange_asylum
  • cp_orange_basement_mbm
  • cp_orange_cross
  • cp_orange_cross2_v2
  • cp_orange_exe (Steam Workshop)
  • cp_orange_final
  • cp_orange_gamerland_classic
  • cp_orange_hg_v8
  • cp_orange_holidays_2015
  • cp_orange_holidays_night_2015
  • cp_orange_longway_e
  • cp_orange_minecraft_2013
  • cp_orange_minecraft_2015
  • cp_orange_minecraft_night_2013
  • cp_orange_minecraft_night_2015
  • cp_orange_n
  • cp_orange_n_simple_t3
  • cp_orange_NsR_X_Tower_beta2
  • cp_orange_sg (Steam Workshop)
  • cp_orange_skiver_v5
  • cp_orange_skyward
  • cp_orange_Skyward_c
  • cp_orange_storm
  • cp_orange_super_fort_beta2
  • cp_orange_towers_2
  • cp_orange_towers_tf2ss
  • cp_orange_towers_x4
  • cp_orange_toyfort_tbrv2
  • cp_orange_usk
  • cp_orange_usk_xmas
  • cp_orange_vx4_b13
  • cp_orange_warzone_rc1
  • cp_orange_western
  • cp_orange_wow_2013
  • cp_orange_wow_2015
  • cp_orange_x_7
  • cp_orange_x_koth_alpha5
  • cp_orange_x_oreon
  • cp_orange_x3
  • cp_orange_x3_christmas
  • cp_orange_x3_exe
  • cp_orange_x3_dc7_v2
  • cp_orange_x3_ddr
  • cp_orange_x3_fix
  • cp_orange_x3_minecraft_june
  • cp_orange_x3_mug
  • cp_orange_x3_natural (Steam Workshop)
  • cp_orange_x3_night_2015
  • cp_orange_x3_se2_fix5a
  • cp_orange_x3_skial
  • cp_orange_x3_t
  • cp_orange_x4
  • cp_orange_x4_snow
  • cp_orange_x4_viper
  • cp_orange_x5
  • cp_orange_xmas
  • cp_orange_xmas_2013
  • cp_orange_xmas_2013_tbr
  • cp_orange_z3
  • cp_orange_z4
  • cp_orange_z4_kkk_v33a
  • cp_orange_z4_v3
  • cp_orange_z7
  • cp_orange2_b3_1




Locations

Each Control Point has a different name printed in HUD, by order from RED's first Control Point to BLU's first Control Point (Control Point 1 to Control Point 5)

Bugs

  • Players can get outside the map by jumping high-enough above the spawns.
  • Ragdolls don't collide with some props and other items.
  • Control Points' metallic bases don't reflect their current ownership once getting a first owner if the map was loaded for first time or after a map's reload.

Trivia

Gallery