Recent content by squintik

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    Angkor - changelog for rc2

    - added forward spawn for defense in stage C - some tweaks to geometry in stage A in order to break some line of sights and help a little bit more the offense - fixed some bugs with elevators and doors related to the capture points - updated visuals for lights (adding sprites and light beams) -...
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    PL Angkor

    - added forward spawn for defense in stage C - some tweaks to geometry in stage A in order to break some line of sights and help a little bit more the offense - fixed some bugs with elevators and doors related to the capture points - updated visuals for lights (adding sprites and light beams) -...
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    Angkor Content 1.0

    NO THREAD Archive containing all the custom models and textures created for pl_angkor map.
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    Angkor RC2

    PL_Angkor is a 3 stages payload map (goldrush like) with some CP in stage 2 and 3 to allow the cart to continue moving on its path. After BLU's plane crashed in the cambodian jungle, they encountered RED team wandering around a khmer temple, so they quickly decided to just blow up everything...
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    Core principles and map analysis

    Instead of directly starting working on the map in Hammer, perhaps you should try to find ideas that motivate you and that will "guide" the map development. It could be a setting (lunar base, dam, nuclear facility, etc...), a specific gameplay thing (having moving saw blades next to a CP...
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    PL Angkor

    The map is also available here for example : pl_angkor_rc1.zip (oh and it looks like the issues with tf2maps should be solved in a few hours anyway, but at least you know an alternate host now)
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    pl_angkor models and textures

    Uh, ok ... I guess this is a thanks post then.
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    PL Angkor

    So I finally had the time to upload the custom content made for pl_angkor. You can find everything here : http://forums.tf2maps.net/showthread.php?t=22745 There should be all the models and textures I created for the map (with one extra model I ended up not using). Don't hesitate to tell me...
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    pl_angkor models and textures

    pl_angkor_content.zip (9.12 MB) Archive containing all the custom models and textures created for pl_angkor map.
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    PL Angkor

    Sure, I guess I'll upload a zip with all the custom models and materials for the map, and perhaps another one with the maya/photoshop source files. (it might take a week or 2 before I can upload it, as I currently don't have internet at home) Keep in mind that the plane (and some other models)...
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    Payload is too heavy for anyone to push it

    I guess you should check your team_control_point_round entities. That's were you list all the checkpoint for each round, perhaps you only added the first checkpoint for round A ? If it's not this, check the "Default Owner" and the "Index" properties of your team_control_point (index should...
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    PL Angkor

    If I have the time to do a new version of the map, I will probably try to use the intermediate spawn for BLU so that RED spawns there at the beginning of the last round. (and change it when the cart reaches the top of the stairs) But it might be too close to the beginning, so I'm not sure about...
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    TF2Maps.net 72hr Winter Mapping Classic - VOTING THREAD

    I guess I won't vote because I only had the time to properly test less than half of the maps. (I had a look at some others alone or with just a few people on the server, but it didn't give me a good idea of the maps) Anway, I'll just leave the notes I wrote in case it might be useful to someone...
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    TF2Maps.net 72hr Winter Mapping Classic - UPLOAD THREAD

    Name: cp_squintik_72 (thread) Download: bz2 - zip Theme: Each round lasts 8 minutes but the CP (there's only one) is unlocked only 2 minutes before the end of the round, so teams needs to be well prepared for the last 2 minutes when BLU can finally try to capture the CP. Screenshot:
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    CP squintik_72

    Well, I started just trying to see if it was still fun and frustrating to use Hammer, but I ended up with a playable version for the 72h contest. (I probably spent around 10 - 15 hours working on the map). It's a very quick Attack / Defend map with only 1 CP. The CP is unlocked 6 minutes...