siege_snowtown_redux blockmap0
Now with less PD noises!
A redux of my old map https://tf2maps.net/downloads/siege_snowtown.9685/
Many thanks to Mr Burguers and gidi30 for their superior gamelogic and vscript support in helping me getting the gamemode redone. As such, the old player destruction-based prefab is unused, and gamemode is now more "tf2like"
The map still loosely takes after the original, but is significantly smaller and scaled down. Basically redesigned. no more underground backrooms, no more massive sightlines.
Known issues:
- there is no signage directing you
- the points on the hud are mixed up.
- the hud displays last round push too
- the payload doesnt get exploded yet
- there are some visual holes in the map, but they are not leaks, there is an empty box under the map.
- some tall rocks can be stood upon
Time for some imagery:
Map has S-type symmetry, so red side is the same as blue.
View from blue spawn:
View into the blue spawn:
Look over the street with car, fence and tree. part of the payload path:
View of the garage the payload is pushed into:
View of the low-rise saloony building the player was standing on in the previous image:
View of the support building opposite of the garage:
The other side of the building:
Underground on the blue side:
Different angle:
Main point being fought over with payloads ready to go:
Shed with hole entrance to the underground:
View of the main payload street head-on:
Control Point from above:
Scenic look into the red territory:
Another red scene:
View of the top floor of the garage building:
Another view of the support building, but on the red side, the cave exit also seen:
Underground on red side:
Many thanks to Mr Burguers and gidi30 for their superior gamelogic and vscript support in helping me getting the gamemode redone. As such, the old player destruction-based prefab is unused, and gamemode is now more "tf2like"
The map still loosely takes after the original, but is significantly smaller and scaled down. Basically redesigned. no more underground backrooms, no more massive sightlines.
Known issues:
- there is no signage directing you
- the points on the hud are mixed up.
- the hud displays last round push too
- the payload doesnt get exploded yet
- there are some visual holes in the map, but they are not leaks, there is an empty box under the map.
- some tall rocks can be stood upon
Time for some imagery:
Map has S-type symmetry, so red side is the same as blue.
View from blue spawn:
View into the blue spawn:
Look over the street with car, fence and tree. part of the payload path:
View of the garage the payload is pushed into:
View of the low-rise saloony building the player was standing on in the previous image:
View of the support building opposite of the garage:
The other side of the building:
Underground on the blue side:
Different angle:
Main point being fought over with payloads ready to go:
Shed with hole entrance to the underground:
View of the main payload street head-on:
Control Point from above:
Scenic look into the red territory:
Another red scene:
View of the top floor of the garage building:
Another view of the support building, but on the red side, the cave exit also seen:
Underground on red side: