So.
Holy Mother of Mackerel.

This took a long time to make!
But the effort was worth it!

Thanks to your Feedback on the Server, I was able to fix so many Major issues. Some of which I already knew of. Others not.

So thanks for helping me make this map one step closer to done!

A Special thanks to erk and 14bit for going though everything and testing the map with me and all of you!

Color Meanings:
Fixed/Changed - Blue
Added - Green
Removed - Red


Now let's get to the actual Update:
  • Fixed the Issue where you could Spam Stickies over the Viewing-Fence over to BLU Spawn
  • Made all Lanterns 'Not Solid', so People don't get stuck on them anymore
  • Fixed the getting stuck on the Dropdown Door Issue
  • More or less fixed the too high up path_track entities (the cart doesn't hover over the ground as much now)
  • Fixed the height of some walls so heavy can no longer just shoot over them without conflict
  • Removed a couple lights from the BLU upper area, so it doesn't get too bright
  • Extended the end of the Map a bit (map's larger yay)
  • Changed the last Point completely so it's less easy to Spam it
  • Fixed the HDR lighting issues/made some lights less bright so they don't burn holes in your retinas
  • Made the Map less Flat towards the beginning and end
  • The Points are no longer visible from eachother. (fixed the sightlines a bit)
  • Made the cart in the second flank route Solid
  • Added Patches to where Health and Ammo respawn
  • Added at least two more routes, one of which is pretty damn huge
  • Added some Displacement Maps to make the Floating Bridge Supports, not float
  • Added way more Ammo to the Mix! / Replaced some small ammo with medium Ammo!
  • Added a small Building with an Ammo pack and some defence for RED (looks kinda simular to the one on Upward)
  • Added a small Background Track to make it feel more alive/more like a mine
Known Issues / Future Plans:

-Make the lighting less flat
-Making the Points more evenly spaced apart
-
Making the lights slightly different Colors, so that the lighting doesn't seem too flat
-Making the first RED Spawn locked after the second Point is capped and opened when BLU caps the third Point, so it can be used by BLU
-
Adding Windows to BLU Spawn for BLU to look out of
-Adding more Displacements and replacing all dev-texture

Whew. That was quite a lot! Now onwards to some Images showing of the new Version!

Top-Down Map of Mine Map A12 - Mid 12
topdown.png


First BLU Spawn - Still a bit bland
20180511015038_1.jpg


The left Door of BLUs first spawn
20180511015044_1.jpg

The Back Area leading up to the viewing window
20180511015055_1.jpg


Viewing Window Plattform, now with rails and a wall to cover up the light, so you can see the opponents outside better
20180511015103_1.jpg


Outside of BLUs Spawn
20180511015114_1.jpg


Ontop of the first Hill
20180511015120_1.jpg


New Area (left) and small Bridge Cave (right)
20180511015123_1.jpg

New Area (towards bridge)
20180511015128_1.jpg


New Area (away from Bridge)
20180511030207_1.jpg


Bridge Cavern with entrance to the first New Area
20180511015136_1.jpg


Entrance from Bridge to first New Area
20180511015145_1.jpg


Displacement Mapped Walls (Route leading to Bridge) (this is just a test for Displacements)
20180511015946_1.jpg


Other side of this Route
20180511030158_1.jpg


Alternate Route (left) and slope leading up to the Second Control Point (middle)
20180511015159_1.jpg


Alternate Route (bottom)
20180511015207_1.jpg


Alternate Route (top)
20180511015215_1.jpg


Second Control Point
20180511015228_1.jpg

Second New Area (left) and Usual Route (right)
20180511015240_1.jpg


Stairs leading down into the second New Area with a Medium Ammopack (here covered by Stairs)
20180511015249_1.jpg


Entrance to the second New Area!
20180511015255_1.jpg


Second New Area!
20180511015302_1.jpg


Second New Area (right) and Exit over to an area near RED Spawn (left)
20180511015315_1.jpg


Drop Down Entrance with Medium Ammopack
20180511030551_1.jpg


Viewing Fence from RED to BLU-Side
20180511015324_1.jpg


The Third Control Point
20180511015331_1.jpg


Background Area (left) and new small Building (middle)
20180511030340_1.jpg


New small Building from behind (left) and Slope Leading to the Drop Down (right)
20180511030336_1.jpg


Drop Down Area and RED Spawn (middle) and Entrance to the second New Area (bottom, right)
20180511030709_1.jpg


Drop Down Area (the cart automatically rolls forward when it goes over the downward part of this part of the rail)
20180511015347_1.jpg


Look down the Drop Down Hole (second New Area visible)
20180511030223_1.jpg


Inside RED Spawn
20180511015354_1.jpg


As a Bonus: Top-Down comparison between A11 - Mid 10 and A12 - Mid 12

v10 - mid 10 VS v12 - mid 12.gif


(this entire update post took 3 hours to make)

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-Fixed the Setupdoor sticking through the Roof
-Fixed the Jaggid Stairs
-Made a couple func_detail
+Added two Displacements to the map (for testing purposes)
+Added a couple props
-Added a new corridor for Access to the Second Point

Known Issues/Future Plans:
-Add the second flank route for the third Point and last Point
-Forgot to remove setupdoor (still clipping through roof)
-Fixed the Spawndoors not opening.

Known Bugs:
- Setupdoors going thought the Roof and into the upper Window area (probably gonna remove them in the next update)
Added another Exit for BLU.
Added more lights :D
Re-compiled with higher lightmap scale and final HDR compile preset.
mine_map_a11_tfmaps.PNG
mine_map_a11_tfmaps_2.PNG

mine_map_a11_tfmaps_3.PNG
mine_map_a11_tfmaps_4.PNG
mine_map_a11_tfmaps_6.PNG
mine_map_a11_tfmaps_5.PNG
Added more lights!
Added some Detail.
Fixed some Problems with the Cart.
Fixed the Spawns