- Dec 16, 2008
- 818
- 245
rivercrossing is a single stage payload map. nothing fancy, nor any gimmicks for a change. only thing of note is that it's got a river running down the middle of it.
River Crossing RC2a
Back and forth across the river
now available in Red Cranberry RC (release candidate) flavour!
So basically what we have here is a single stage (badwater-esque) payload map.
those who are thinking it, your right it is another alpine payload map, but there is a twist. (come on, when do I make a map without a twist?)
This time the twist is a twisting river going through the middle of the map. Don't worry though, as there are bridges to get that bomb across the river and give red their explosive-present
the bomb cart is escorted across a river 2 times on it's way to destroy a convoy train being loaded so it can supply a secret rocket base out in the forest.
changelog:
rc2a:
- fixed a minor bug with one of the areaportals.
rc2:
- added hatstands to spawnrooms.(model by acumen: akkushaver@gmx.de )
- changed the clipping for the bridges to prevent people getting stuck against the model when underneath it.
- added a new tf2-style texture to the "hl2-style" log piles.
- redid the areaportals/optimisations/etc to hopefully cure the low fps that some people report getting.
- added clipping on rocks where people reported getting stuck.
- added a few row boats to the map (from the swamp pack).
rc1:
- repositioned the sign at point B to stop people getting trapped between it and the tyre pile.
- removed the ammo pack from the shelter at point B.
- fixed an asthetic bug with a couple of doors.
- made sure all bottles are prop_physics_multiplayer instead of prop_static.
- added a few more windows and props here and there.
b4:
- moved 1st and 2nd points further back slightly (roughly 200 units)
- changed unlocking of forward spawn to happen when point D is captured (instead of point C)
- added addition cover around point B.
- beer bottle models are now prop_physics_multiplayer instead of prop_static.
- more details and props
b3:
- changed textures on some places
- added more detailing
- fixed red final spawn order
- nudged the falling arrow so it doesn't land face up
- added smoke effect on bombcart's chimney
- you can now shoot through the concrete pipes
b2:
- displacement tweaking near blu forward spawn
- setup time reduced by 15 seconds (now 75 seconds)
- given red a forward spawn for points 1 and 2, cutting travel distance by roughly 1600units
- swapped the doors around in the ARK building to prevent blu team rushing through it en-masse when attacking the last point
- reduced sightlines slightly for the aki acre's sniper nest
- rearranged red's rear spawn slightly to encourage people to use the upstairs exit slightly more often
- removed redundant exit to red spawn
- removed some arrows that i considered redundant, or incorrect in light of other changes
- fixed bug where the flying exploded barrels were not flying out when the bomb detonated
- added more props/details around the map
- added no-builds just outside the upstairs doors of the ARK building to prevent overly powerful sentry positions
- made one of the upstairs doors of the ARK building 2way, and prevented people being trapped by the other one closing on them.
- on the final point the bomb must now be pushed right to the edge before the attackers win.
- given each point a name instead of "cp1" etc.
- fixed a bug where the bomb would get stuck on the ramp near the end when retreating.
b1:
- general tidying up (aligning textures, floating props, etc)
- made the red shortcut path lock out on cp2 being captured instead of cp3 as intended
- added a path from near the fuel tanker, back up to the final area.
- added more arrows to direct red out of the final area
- locked the side exit to red spawn until cp4 is taken to help guide red players to the front line
- added details to the buildings around the final area
- added bannisters to some paths to help guide players
- added some objects near the river platform near the 1st bridge to make it more accessible.
a3:
- binski logging building has had the area around it changed to allow a flanking path around the side of the building
- moved redspawn back, changed the old redspawn into a flanking option for blue, using 1-way doors, and a shortcut to front lines for red for early 1/2 of the map.
- changed some brush/detail work around the final area, particularly above and around the train tracks
- blue forward spawn now unlocks when bridge is capped, and red loses the direct path to the front line at the same time.
- changed some func_detail brushwork between cp1 and cp2
- moved the final path_track to ensure the bomb doesn't get caught on the track scaffolding at the end of map
- removed the playerclip on the "orange-chute" shed/building
- fixed a brush alignment error in the blue start spawn
- aki acre roof had an overhang that could be stood on
- fixed a clipping issue on the corner stairs around the building near cp4
a2:
- more health packs around the map now
- players can no longer stand on the ridge of the windows on the bridge above the 1st point
- fixed a bug on the end of the track, where the bomb would get caught against an invisible brush and not explode.
- changed red lower doors and blu forward spawn door, to be no-draw instead of no-render metal
- added visual cue for red's A-B door being locked after B is taken
- added a sign to point blu up river when cp3 is taken
- roof of small building in corner near 1st point should now have correct clipping to allow people to shoot through the hole in the back.
- disabled shadows on the roof of the same building to fix lighting issues.
- player clipping border has been reworked.
- added more cover for area between bridge point and pen-ultimate point
- reduced speed of payload rollback to match the speeds found on valve payload maps
- fixed bug on upper red spawn door causing it to open on touch
- rising signs have gotten better lighting
- prevented being able to build a teleporter inside of the boarded up shed
- replaced the wood support models with func_detail brushes around the train tracks
- crane in final area has been playerclipped to stop demoman abuse
- crane in final area has had shadows disabled
- scaled up water to 0.5
a1:
- explosion doesn't trigger
River Crossing RC2a
Back and forth across the river
now available in Red Cranberry RC (release candidate) flavour!
So basically what we have here is a single stage (badwater-esque) payload map.
those who are thinking it, your right it is another alpine payload map, but there is a twist. (come on, when do I make a map without a twist?)
This time the twist is a twisting river going through the middle of the map. Don't worry though, as there are bridges to get that bomb across the river and give red their explosive-present
the bomb cart is escorted across a river 2 times on it's way to destroy a convoy train being loaded so it can supply a secret rocket base out in the forest.
changelog:
rc2a:
- fixed a minor bug with one of the areaportals.
rc2:
- added hatstands to spawnrooms.(model by acumen: akkushaver@gmx.de )
- changed the clipping for the bridges to prevent people getting stuck against the model when underneath it.
- added a new tf2-style texture to the "hl2-style" log piles.
- redid the areaportals/optimisations/etc to hopefully cure the low fps that some people report getting.
- added clipping on rocks where people reported getting stuck.
- added a few row boats to the map (from the swamp pack).
rc1:
- repositioned the sign at point B to stop people getting trapped between it and the tyre pile.
- removed the ammo pack from the shelter at point B.
- fixed an asthetic bug with a couple of doors.
- made sure all bottles are prop_physics_multiplayer instead of prop_static.
- added a few more windows and props here and there.
b4:
- moved 1st and 2nd points further back slightly (roughly 200 units)
- changed unlocking of forward spawn to happen when point D is captured (instead of point C)
- added addition cover around point B.
- beer bottle models are now prop_physics_multiplayer instead of prop_static.
- more details and props
b3:
- changed textures on some places
- added more detailing
- fixed red final spawn order
- nudged the falling arrow so it doesn't land face up
- added smoke effect on bombcart's chimney
- you can now shoot through the concrete pipes
b2:
- displacement tweaking near blu forward spawn
- setup time reduced by 15 seconds (now 75 seconds)
- given red a forward spawn for points 1 and 2, cutting travel distance by roughly 1600units
- swapped the doors around in the ARK building to prevent blu team rushing through it en-masse when attacking the last point
- reduced sightlines slightly for the aki acre's sniper nest
- rearranged red's rear spawn slightly to encourage people to use the upstairs exit slightly more often
- removed redundant exit to red spawn
- removed some arrows that i considered redundant, or incorrect in light of other changes
- fixed bug where the flying exploded barrels were not flying out when the bomb detonated
- added more props/details around the map
- added no-builds just outside the upstairs doors of the ARK building to prevent overly powerful sentry positions
- made one of the upstairs doors of the ARK building 2way, and prevented people being trapped by the other one closing on them.
- on the final point the bomb must now be pushed right to the edge before the attackers win.
- given each point a name instead of "cp1" etc.
- fixed a bug where the bomb would get stuck on the ramp near the end when retreating.
b1:
- general tidying up (aligning textures, floating props, etc)
- made the red shortcut path lock out on cp2 being captured instead of cp3 as intended
- added a path from near the fuel tanker, back up to the final area.
- added more arrows to direct red out of the final area
- locked the side exit to red spawn until cp4 is taken to help guide red players to the front line
- added details to the buildings around the final area
- added bannisters to some paths to help guide players
- added some objects near the river platform near the 1st bridge to make it more accessible.
a3:
- binski logging building has had the area around it changed to allow a flanking path around the side of the building
- moved redspawn back, changed the old redspawn into a flanking option for blue, using 1-way doors, and a shortcut to front lines for red for early 1/2 of the map.
- changed some brush/detail work around the final area, particularly above and around the train tracks
- blue forward spawn now unlocks when bridge is capped, and red loses the direct path to the front line at the same time.
- changed some func_detail brushwork between cp1 and cp2
- moved the final path_track to ensure the bomb doesn't get caught on the track scaffolding at the end of map
- removed the playerclip on the "orange-chute" shed/building
- fixed a brush alignment error in the blue start spawn
- aki acre roof had an overhang that could be stood on
- fixed a clipping issue on the corner stairs around the building near cp4
a2:
- more health packs around the map now
- players can no longer stand on the ridge of the windows on the bridge above the 1st point
- fixed a bug on the end of the track, where the bomb would get caught against an invisible brush and not explode.
- changed red lower doors and blu forward spawn door, to be no-draw instead of no-render metal
- added visual cue for red's A-B door being locked after B is taken
- added a sign to point blu up river when cp3 is taken
- roof of small building in corner near 1st point should now have correct clipping to allow people to shoot through the hole in the back.
- disabled shadows on the roof of the same building to fix lighting issues.
- player clipping border has been reworked.
- added more cover for area between bridge point and pen-ultimate point
- reduced speed of payload rollback to match the speeds found on valve payload maps
- fixed bug on upper red spawn door causing it to open on touch
- rising signs have gotten better lighting
- prevented being able to build a teleporter inside of the boarded up shed
- replaced the wood support models with func_detail brushes around the train tracks
- crane in final area has been playerclipped to stop demoman abuse
- crane in final area has had shadows disabled
- scaled up water to 0.5
a1:
- explosion doesn't trigger
Last edited: