nuclear_winter

Ghettobarney

L1: Registered
Jan 12, 2010
12
3
Hey guys, first map for TF2 I've come close to finishing! I'm not really sure what else to do with it so here's my first public release, any and all feedback welcome.
 

WastedMeerkat

L3: Member
Aug 15, 2009
144
142
You be careful with these non-symmetrics, boy. They can usually be balanced by changing teams after the round, so keep that in mind. Also, make sure to fix your spawn doors. You need to make filter_activator_tfteam's and link your doors to them. Also, make sure they don't all open at once when one is opened. Looks good, though!

EDIT: Make func_respawnroom's too, so you can assign your func_respawnroomvisualizer's to them. It makes it so you can't see your own no entry sign on the spawn doors.
 
Last edited:

Ghettobarney

L1: Registered
Jan 12, 2010
12
3
It's actually a little more symmetrical than it may seem, plus I wanted something that didn't feel like half a map copy pasted, also yeah I knew I forgot something, gotta fix the doors.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
koth_nuclear_winter is a little ambiguous, not to mention a little long winded for a map title. You might consider Chernobyl as an alternative.
 

Ghettobarney

L1: Registered
Jan 12, 2010
12
3
Thanks for the input, here's what to look for in the next beta

-Fixed spawn doors
-Made more symmetrical
-Doing compiles to get lighting right sucks since that takes the longest but It will be darker and there will be more lighting sources.
-Red building will have faaaaaar more detail

Nuclear winter seemed like a fitting name, I would've just called it Nuclear but people would probably get it confused with Nucleus.