[BETA] ctf_downpour_b1

Feb 14, 2008
1,051
931
Specs:
Capture the Flag
3 Caps to win
HDR Lighting

Information:
I've been keeping this map generally quiet, but I have done some preliminary alpha testing on my clan's european server. I have fixed most problems with the alpha so now I feel it's time to release the beta.

Downpour is a standard ctf map, at the start of the round, but as time passes, water slowly builds up over the level, eventually flooding all but the second level, hence the name downpour.

I'm hoping to submit it to the next tf2maps.net gameday, see how people like it/not

Screenshots:
downpour1.jpg


downpour2.jpg


downpour3.jpg


downpour4.jpg


Hope you all like it :D

Downloads:
TF2Maps.net
FPSBanana
 
Feb 14, 2008
1,051
931
I've updated the current BETA version due to some major glitches in the map.
 
Feb 14, 2008
1,051
931
Yeah, my friend and me thought the idea up. It was orignially going to be a CP map, but I wanted to try out the idea with CTF first.

I forgot to build the cubemaps in the currently released version :(
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
I played this one game day. Its a nice map. A couple of problems though.

Light flare is almost everywhere. Tone down the lights.
Repeating the stone wall prop outside is horribly obvious. Change that to displacements.
Outside is far too barren. There were supposed to be no snipers on the test and I can see why. Good snipers would dominate this map.
Im not sure the textures and asthetics are really worth mentioning since its a beta.
 

DragonFlame

L1: Registered
Apr 23, 2008
38
2
Yea, tone down HDR lights in spawns and in general. Also if you could put air pockets in the map somewhere in the bottom that would be awesome b/c if you try to swim from one base to the other under water while fighting you are guaranteed to drown. and seal up the map from the demoman jumps.
 
Feb 14, 2008
1,051
931
That must be your directx 8 then Pseudo, because I put cubemaps in and from my perspective (directx 9) the water looked like water.

I think there's one other texture that would work, I'll see what it looks like.
 

tedrock

L2: Junior Member
Apr 20, 2008
79
8
only problem i had with the water is i couldn't see into it well if i was above the surface. the best example of this was the ramp area below the spawn room.

also figured i'd post my idea i came up with while ingame to put hurt boxes around the lights that act like a shocking effect while the lights are submerged.
 
Feb 14, 2008
1,051
931
only problem i had with the water is i couldn't see into it well if i was above the surface. the best example of this was the ramp area below the spawn room.

also figured i'd post my idea i came up with while ingame to put hurt boxes around the lights that act like a shocking effect while the lights are submerged.

Yeah, I like that idea, although it would require some timing, so; is a speed of 1, equivalent to game inches per second?