i believe this version has working lighting for all those LDR folk. guess we'll see.
If not, Alpha 4 Cock is on its way!
FREED THE LOBSTER

(got rid of any and all lobster cages, I believe. Now there is jsut piles of lobsters here and there

Fly high.
Rollforward zone at the final point is now a roll forward

-WHALE

Team Fortress 2 - Direct3D 9 - 64 Bit 7_27_2024 4_50_07 PM.pngTeam Fortress 2 - Direct3D 9 - 64 Bit 7_27_2024 4_50_44 PM.png
too tired to right much here, but

-Credits to come

I felt like i should give this map one last boot in the butt and enter the contest. We had a pretty messy relationship, but this map has taught me quite a bit. would be a waste not to update.

Here is: Baby's first payload map!
-detailed as much as i could
-3d skybox
-fixed (?) logic
FUCKIN LOBSTAS YEAHHHHHHHHHHHHHH

-Re-arranged the train logic. it wont get stuck, but might do some other curious things
-Redid B area
-Improved Red spawn

- This is just to see how the finale plays, a3 will most likely have more drastic changes

Attachments

  • lobsta.png
    lobsta.png
    1.6 MB · Views: 29
You can assume from the update how well last updates packing went..
FIXED RESPAWN VIZUALIZERS IN RED SPAWN NOT STOPPING BLUES
MADE THE PAYLOAD CART NOT BREAK THE ENTIRE MAP WHEN IT ROLLS BACK