- Jun 2, 2009
- 11
- 0
Goldmine
Hi all, my first post here, about my first TF2 map. Much "1"s, that is. Although I don't think it will be the number 1 map on here, with genies like Youme and SniperGen, and all the rest of this community...
This map is a CTF map, but first I'll talk about the "Story".
There are two symmetrical buildings, seperated by a small river. One building is a farm, which belongs to RED. The other building is going to be an industrial farm, ran by BLU. Both have pieces of intelligence that, when used together, are the plans for new energy. BLU wants to use this for mass production, RED wants to use it to increase product quality. Ofcourse, both teams send in massive amounts of mercenaries to capture this intelligence.
So this is a symmetrical CTF map. I have created the lay-out with all classes in mind: There are some places to rocketjump, scouts have small walls to hide behind and floors to double jump at, there are sniper platforms (although not as "countersnipy" as in 2fort), there are several places that are of good use for the Dead Ringer, a hallway perfect for the Cloak and dagger, places to ambush, etc. The heavy also has some places to take cover behind, by the way.
Current map release:
3/06/2009: CTF_Goldmine_a2
Things done (green)/Things to do (red)
Old releases:
2/06/2009: CTF_Revolution_a1a
Things done (green)/Things to do (red)
Hi all, my first post here, about my first TF2 map. Much "1"s, that is. Although I don't think it will be the number 1 map on here, with genies like Youme and SniperGen, and all the rest of this community...
This map is a CTF map, but first I'll talk about the "Story".
There are two symmetrical buildings, seperated by a small river. One building is a farm, which belongs to RED. The other building is going to be an industrial farm, ran by BLU. Both have pieces of intelligence that, when used together, are the plans for new energy. BLU wants to use this for mass production, RED wants to use it to increase product quality. Ofcourse, both teams send in massive amounts of mercenaries to capture this intelligence.
So this is a symmetrical CTF map. I have created the lay-out with all classes in mind: There are some places to rocketjump, scouts have small walls to hide behind and floors to double jump at, there are sniper platforms (although not as "countersnipy" as in 2fort), there are several places that are of good use for the Dead Ringer, a hallway perfect for the Cloak and dagger, places to ambush, etc. The heavy also has some places to take cover behind, by the way.
Current map release:
3/06/2009: CTF_Goldmine_a2
Things done (green)/Things to do (red)
- General Map lay-out
- Ammo/Healthboxes
- Spawns
- Intelligence
- Cubes to replace models yet to come
- Death pits
- Added protection against bodyshots
- Blocked off additional ways to intel to prevent scout spam
- Textured (temporary textures, ofcourse)[/COLOR]
[*]Add custom models
[*]Add details
[*]Redo textures
[*]Change sky-box textures
[*]Add Areaportals and VISleafs
[*]Fix some bugs
[*]Get some screenshots
[*]Make 3D sky-box
- Resupply cabinets not touching the ground completely
- Respawn doors open even when you're on the other team (you can not enter)
- Jarate shows up as milk (a white bottle)
- With the Dead Ringer, trigger_hurt doesn't kill you immediatly
Old releases:
2/06/2009: CTF_Revolution_a1a
Things done (green)/Things to do (red)
- General Map lay-out
- Ammo/Healthboxes
- Spawns
- Intelligence
- Cubes to replace models yet to come
- [*]Add custom models
[*]Add details
[*]Add textures
[*]Change sky-box textures
[*]Add Areaportals and VISleafs
[*]Fix some bugs
[*]Get some screenshots
- Resupply cabinets facing a wrong way or not touching the ground completely
- Skybox too low makes stickyjump/rocketjump hard
- Jarate shows up as milk (a white bottle)
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