Harboreal

Harboreal a29

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Harboreal a29

Payload version of CoD1's harbor

Hello,

INTRO
This map is a payload version of the original Harbor map from Call of Duty. The general buildings are in the same spots but there is many many changes to make it fit tf2's and payload's gameplay. On the original map part, there is way more secondary path and verticality. I also added a building in the top of the map (where the last point is).

LORE
While I don't have the model and I haven't done the detailing, I imagined the lore to be something like the Thing (John Carpenter) where RED found an abandoned base with a dangerous thing in it. here it's a mutated tree that uses spores to infect them. BLU find them and want to send a bomb to destroy the tree which is being protected by the mind controlled RED.

TODOs
--> ""bugs"" I have left (but not something gamebreaking)
- Solve the "waiting for player" ""bug"" where I am not finding how to make the BLU span door open.
- Solve the cart being a bit strange in its path without the the cart getting into the floor.
- Find how to make the cart not get into players that jump on it.
- Remove VPhysics from props that don't have
--> For a ok level of finish
- The lightning is only basic lights in the many rooms. It need to be done with good light/intensity/colours and some props for "realism".
- Add an explosion at the end with the cart, always fun.
- 3D sky box
--> For a detailed level of finish
- Do the detailing with props and better displacement
--> People like the map level of finish
- Get models for the tree and stuff.

Please feel free to give feedback or opinions.
Cheers
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Author
whitebenoit
Downloads
661
Views
1,009
First release
Last update
Category
Payload

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Latest updates

  1. a28 - New approach to point A and new building on docks

    Changelog MAP : -> Change completely the starting ramp going into A to make the angles more interesting and less choky. -> Replaces the props on both side of the factory building to improve climbing them (and making it more clear they can be...
  2. a28 - Secondary red respawn

    Changelog MAP : -> Moved the secondary red spawn (after B capped) behind the tree -> Removed access to the first red respawn room after B capped -> Slight last point modification to reduce spawn camping on the exits -> Changes on point A to give...
  3. a27 - Changes in last point

    Changelog MAP : -> Removed the last point from building in front of red spawn and readded the old last point building from previous version at the end of the track -> Added a secondary red spawn connected to the original that makes it faster for...