AirRaid

Past 72hr Jam Entry AirRaid B2a

So I fixed the error causing everyone to have missing textures...
Man it's been a while, I have matured and gotten back into mapping AirRaid once again! This version is in Beta 2 since us at Team AirRaid (@BigfootBeto , @SmallBiscuit , And I) have been working hard trying to rebalance the map for the better!

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Changelog:

General Changes:
Started giving permanent textures to certain areas
Added/ moved around Health and Ammo packs
Fixed a stray Healthpack causing the map to be Asymmetrical

Middle Point:
Picked up the monopoly pieces and actually built the Gift shop(s)
Restroom stalls are now installed, don't mind the smell near the Upcoming Shoreleave Exibit.
Removed the fountain at mid, for a better or for worse, however we are considering a monument to our founder...

Flank routes:
Started retexturing rooms
Started moving in exibits, so now it is not just an empty void!
Cleaned up the mud tracked in from Mini-Sentry Engineers
Marked Ammo
Added another small healthpack to the flanks to 2nd

We have posted the map on the TF2 Workshop, and have gotten a decent liking for the map. The post can be found here. Also as an added reminder, I will never upload the map there first! I will always post to the tf2maps forum before anything else.

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WELCOME TO THE JANE DOE MEMORIAL AIRFIELD AND SOLDIER MUSEUM!​

We did it folks, We have reached Beta! This journey has been long and arduous, so now I have reached a good point to stop the Alpha and I am now getting ready to finish the mapping process!

This version includes the following changes:

  • Reverted almost all textures for side routes
  • added a new section to Lobby
  • Walled off some areas to prevent spam
  • Moved spawn doors back to prevent demo spam
  • Added arches on main route from 2nd to mid to limit sniper's range
  • removed several routes from last to 2nd such as the staircase
  • removed blockade from last for clear path to 2nd.
THINGS I KNOW ARE WRONG WITH THE MAP

Ghost-lights
Texture shifts
some displacements are not perfect but will do for now....
soundscape is everywhere (even indoors)

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AirRaid has updated to A10!!!​
(THIS MAY BE THE FINAL ALPHA VERSION!!!)

The changes included are:
  • Shifted left and right flank routes to remove sightlines at mid.
  • Remade displacements for mid.
  • Overall reworked mid to be better.
  • Removed useless far route off to the side of the helipad (closed one side with the gate that was there).
  • Made the trigger for helipad cp circular to match the "H" Outline.
  • Added a bunker end to facilitate jumping from a ledge onto the helipad.
  • Broke up sightlines at last.
  • Fountain placeholder at mid for soldier statue.
  • Fixed an exploit above spawn.
  • Moved back some concrete walls on right spawn exit to give attacking team more space.
  • Placed overlay or prop where healthkits and ammopacks are.
  • Added more lighting to emphasize some areas.
  • Just added more lighting in general (map was way too dark).
  • Added actual airraid sirens for airraid...
  • The air traffic tower placeholder is now more of an air traffic tower.
  • Retextured some walls on Red side.
  • Fixed some missing clipping at some walls (now you won't get stuck).
  • Added "Capture Zone" overlays to mid and last.
  • Added some missing details for the hangar doors.
  • Fixed spawn doors z-fighting with the walls (still some from the bottom of the door against the ceiling.
  • Added a soundscape.

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Hopefully, we don't crash into the control tower this time...
Just fixed a bug with red's forward spawns
Here in the Air Control tower it gets pretty boring... So now I have enlisted the help of a fellow mapper known as Teh_Epic_Engie to help finish AirRaid and get to a quicker release and to split the work between the both of us!

Changes in A9 include the following:

  • EVERYTHING is now on the grid!!
  • Half Artpass!
  • Various Optimizations.
  • Fixed all Clip brushes.
  • Fixed/Adjusted Lighting.
  • Moved forward spawnrooms to remove sightlines.
  • Added Frontline props.
  • Adjusted some existing props.
  • Broke up many sightlines.
  • Made the "Helipad" look more like a helipad.
  • Adjusted the flank route from "helipad" to last.
  • Adjusted the bridge and room across helipad.
  • Made final cp slightly larger.
  • Remade the displacements.
  • Adjusted the health/ammo positioning and size.
  • Remade the curved windows properly.
  • Slightly more detail on hangar doors.
  • Adjusted spectator cameras.
  • Reworked Mid to now become a Marketplace/gift shop area

Want to help with the creation of Airraid? Then help us out by doing the following!

Please leave any feedback regarding the map, We would love to see your opinions on what we have done and what we should change for the next release!

"Hello! It is I, the Soldier! Are you a sculptor who is great at creating great amounts of Artwork? Then I have a job for you! I am looking for a statue to put in the courtyard of the Jane Doe Memorial Airfield of none other than ME! We are looking for talented sculptors (Modellers) who are masters of their craft! More details can be found HERE!

Hurrah!"
- The Soldier

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A8 of Air Raid is now ready for a Flight test!

  • Added a new way to flank to 2nd from last
  • Added cover at last
  • Expanded on the control point for mid
  • created more natural looking displacements
  • Spectator cameras are now in place
  • Broke sightlines from 2nd to mid

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Airraid has updated to A7!

The changes included are as follows:

  • Extended 2nd control point
  • Added flank routes from 2nd to last
  • Rebuilt Mid's air control tower
  • Added DISPLACEMENTS!
  • Clipped the stairs in the "war room" flank routes

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Airraid has gotten a new update in the form of A6!

This update includes the following:

- Added a path from flank route to 2nd
- removed displacement for a temporary cliff
- Started to texture the spawn hangars
- PLANES!!!!! (but they aren't in the air just yet)
- removed barriers at last in favor of lowering the point for attackers to easily get to and capture
- Added cover to mid

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