ctf_mach3 comparison screenshots.

Intraman

L4: Comfortable Member
Nov 4, 2007
191
0
hrmm in the 1st screen the notice board looks like it's way to high up on the wall. And in the last one, the decals (the "Old Geezer" and the red paint on the floor) as well as the boxes of dynamite don't seem to fit the general theme of the map.
But these are minor details, of course.
This is one of my favorite custom maps and it's looking really good now.
 

JTG

L2: Junior Member
Nov 19, 2007
61
1
Awesome! That looks amazing.

I'm with Intraman, this is one of my fav custom maps. Can't wait to play on the newer, sleeker looking version.
 

Vilepickle

Banned
Oct 25, 2007
372
199
you should really hide the hud when you take screenshots.

Last time I tried, the commands didn't work in TF2. I usually just crop the bottom off.

Unless you know the command, o master.
 

Vilepickle

Banned
Oct 25, 2007
372
199
hrmm in the 1st screen the notice board looks like it's way to high up on the wall. And in the last one, the decals (the "Old Geezer" and the red paint on the floor) as well as the boxes of dynamite don't seem to fit the general theme of the map.
But these are minor details, of course.
This is one of my favorite custom maps and it's looking really good now.

I'd agree it's a bit offbeat in the stairwell. I like it though, but I may change that up a bit. I use the paint dabs in places just for colorizing around Mach and other places it seems to blend well enough. The sign I'll probably change to something else. Not a ton of great Spytech variation, especially for red.
 

Vilepickle

Banned
Oct 25, 2007
372
199
When wil it be out? :)

Um, not too positive. I do know that it'll be coming with the final Impact, and around the same time castle 2 since they jacked up the A/D scoring system so I need to implement that.
 

ZargonX

L3: Member
Nov 30, 2007
109
4
To hide the hud, open the console, then do sv_cheats 1, followed by cl_drawhud 0
 
Last edited by a moderator:

Nizzem

L2: Junior Member
Nov 29, 2007
57
0
You can also hide the weapon/hand model with r_drawviewmodel 0

(sv_cheats should be set to 1)
 

Half-Life_Maniac

L3: Member
Nov 30, 2007
122
89
This looks like it's coming along nicely. A definate improvement from the other version there. One of the few maps out there worthy enough for me to even take a look at!
 
K

Krylzay

Looks good but I think you should add a little more than new textures to the map. I think that it would be nice to have something like the 3rd floor in the bases or another room on the way into the intell room from the bridge.

The textures are great and keep up to good work, I just hope to see more than texture changes in Mach3.

Two Thumbs up so far :thumbup:
 

Logo

L3: Member
Oct 25, 2007
115
26
I think the routes are fine as long as they are made more spacious to support the size of the tf2 players.
 

Vilepickle

Banned
Oct 25, 2007
372
199
Looks good but I think you should add a little more than new textures to the map. I think that it would be nice to have something like the 3rd floor in the bases or another room on the way into the intell room from the bridge.

The textures are great and keep up to good work, I just hope to see more than texture changes in Mach3.

Two Thumbs up so far :thumbup:

My bad, I should've posted the changelog too. It's a lot more than just textures.


VERSION 3.0 "Is this still Mach?" CHANGES:
-Map has been completely relit.
-More detail added throughout the map. It should no longer feel overly "empty".
-Map has been almost completely retextured.
-More optimization has been added throughout the map.
-Elevators no longer instagib players, and will always make their sound
-The ceiling in the upper flagroom, stairwell, and sniper hallway is now much higher.
-The ceiling in the lower entrance is slightly higher, but due to architechture limitations this can't go any higher.
-Front door is wider and taller.
-Players can no longer get caught on light fixtures.
-HL2 water changed to TF2 water, improving performance.
-Amount of water reduced, improving FPS.
-Most of the curved corners have been redone to use less polygons.
-Sewers are taller so people can't get stuck in them.
-Side section added in the middle of the sewer.
-One red resupply door can no longer be opened by blue.
-Many misaligned textures have been fixed and downsized and most areas of the map look smooth.
-Intro camera and other cameras fixed up.
-Detailed soundscape added inside the bases.
-Gameplay signs added throughout.