- Sep 28, 2011
- 16
- 3
Ironworks
RED Ironworks
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EDIT 03/03 2014
After many weeks of inactivity, I can happily announce that this project is almost finished. I will be leaving for Kuwait with the national team in american football this Wednesday, and I won't be home for at least a week. Because of this, I am releasing this map in an early beta stage to build some feedback while I'm gone. Some parts, most notably the ending, are *very* basic and require a lot of touching up. However, most, if not all, gameplay elements are there and fully tested. The map should work from start to finish now.
I've included a few server commands through entities that automatically remove game time and respawn times, for testing purposes. If you want to use this map like a proper deathrun map, you'd have to change the server commands manually through your console.
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An innocent factory secluded in the forest due northwest of Sawmill. Reports have been made of strange deliveries and shady personnel entering lately, and you have been designated to explore the complex and uncover whatever secrets lie within...
So, cheesy fan fiction aside, this is a deathrun map that I've been working on for the past two months or so, as a little side project for when I'm not studying. It's the first map for Team Fortress that I have made with actual gameplay elements in it, past projects have merely been trade maps and one arctic payload map that was put on hold due to studies and sports.
I've taken some creative liberty while making this map and tried to toss in as many custom models, textures and sounds as possible. Some avid players might recognize the introductory music when joining the game, as well as the other borderline stolen progression tracks throughout the factory.
Mainly looking for tips and tricks here, since there are a lot of errors and glitches in there. This map is in now way considered ready for proper gameplay, I merely uploaded it here to gain some form of feedback, as well as show my face to the community.
RED Ironworks
-------------------------------------------------------------------------------------------------------
EDIT 03/03 2014
After many weeks of inactivity, I can happily announce that this project is almost finished. I will be leaving for Kuwait with the national team in american football this Wednesday, and I won't be home for at least a week. Because of this, I am releasing this map in an early beta stage to build some feedback while I'm gone. Some parts, most notably the ending, are *very* basic and require a lot of touching up. However, most, if not all, gameplay elements are there and fully tested. The map should work from start to finish now.
I've included a few server commands through entities that automatically remove game time and respawn times, for testing purposes. If you want to use this map like a proper deathrun map, you'd have to change the server commands manually through your console.
-------------------------------------------------------------------------------------------------------
An innocent factory secluded in the forest due northwest of Sawmill. Reports have been made of strange deliveries and shady personnel entering lately, and you have been designated to explore the complex and uncover whatever secrets lie within...
So, cheesy fan fiction aside, this is a deathrun map that I've been working on for the past two months or so, as a little side project for when I'm not studying. It's the first map for Team Fortress that I have made with actual gameplay elements in it, past projects have merely been trade maps and one arctic payload map that was put on hold due to studies and sports.
I've taken some creative liberty while making this map and tried to toss in as many custom models, textures and sounds as possible. Some avid players might recognize the introductory music when joining the game, as well as the other borderline stolen progression tracks throughout the factory.
Mainly looking for tips and tricks here, since there are a lot of errors and glitches in there. This map is in now way considered ready for proper gameplay, I merely uploaded it here to gain some form of feedback, as well as show my face to the community.
Code:
[U][B]To-do List[/B][/U]
- Finish the geometry and detail aspects
- Polish/add traps to existing level geometry
- Fix eventual bugs and glitches
- Fiddle with materials and sounds
- Optimize file sizes
- Drown a tuna
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