Croissant

CP croissant final

Mar 23, 2010
1,872
1,696
i see that extv new map event thing was quite useful :)
 

Arnold

L6: Sharp Member
Jul 18, 2008
283
242
changelog b12
-----------------

*changed mid and connectors
*added a crate so medic can jump up cp2 ledge
*cut the sightline from tunnel to mid

screenshots b12
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StU0H.jpg


arHDI.jpg


EMWNc.jpg


P6Cit.jpg


0wP0B.jpg


dpJto.jpg


ib4IH.jpg


download b12
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http://forums.tf2maps.net/downloads.php?do=file&id=4645&act=down
 

Arnold

L6: Sharp Member
Jul 18, 2008
283
242
Changelog b14
-----------------
*widened catwalk to cp2
*moved the choke (cp2-3) around the corner
*elevated the mid cp a little
*removed 2 barriers at cp1
*moved 2nd forward spawn into the new towers on mid, now you don't have to turn just run straight ahead when you spawn
*hidden 46 birds
*reduced filesize

Download (b14)
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http://dl.dropbox.com/u/2824637/cp_croissant_b14.bsp.bz2

Screenshots
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hVLC0.jpg


nmXuK.jpg


fWxsF.jpg
 

Arnold

L6: Sharp Member
Jul 18, 2008
283
242
download b21
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http://dl.dropbox.com/u/2824637/cp_croissant_b21.bsp.bz2


screenshots changes b21
----------------------------
http://i.imgur.com/Ou6Pw.jpg
http://i.imgur.com/iCJVO.jpg
http://i.imgur.com/pIljp.jpg
http://i.imgur.com/wdN7e.jpg
http://i.imgur.com/SoFVM.jpg
http://i.imgur.com/DDen6.jpg
http://i.imgur.com/BPzdU.jpg
http://i.imgur.com/YxIA5.jpg
http://i.imgur.com/tK7yo.jpg

changelog b21
-----------------
*narrowed the double doors on the catwalk to last
*changed the upper catwalk to last to provide cover for the defending combo
*added a route from lower lobby to lower route to last
*elevated the defending part of last
*added a small tunnel from lumber to the small elevated cliff portion of choke
*added some detail
*loads of bugfixes (thanks again for all the reports)
 

Arnold

L6: Sharp Member
Jul 18, 2008
283
242
RC1 released!
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http://dl.dropbox.com/u/2824637/cp_croissant_rc1.bsp.bz2

Changelog rc1
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*The new tunnel below second going to last now has a 1-way door leading to underneath second/silver pipe. This means you can go from last to below second but not the other way-around.
*Moved a resup kabinet closer to the first resupply doors.
*Added windows for spectators on lakehouse.
*A lot of bugfixes (thanks for the reports)
*Changed the medium medpack below second to a small one.
*Added several posters (one poster even has a croissant)

Screens rc1
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JXVek.jpg


IEuWO.jpg


uGpCV.jpg


SYzRe.jpg


9wUdO.jpg


LDtZq.jpg


V9YXp.jpg


aa79v.jpg


one-way door pic
http://i.imgur.com/WLwcW.jpg
 
Last edited:

lwf

L1: Registered
Aug 11, 2011
17
11
Some bugs in the latest release:

Blue walls, both sides.
zJISs.jpg


Supernatural light spots.
yWzWk.jpg

idYX1h.jpg


Can walk up here, both sides.
USpCvh.jpg


Can see this exit by standing on the roof on one side, on the other you can only stand on the more limited prop.
EA7Czh.jpg
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
And of course Valve doesn't give two shits. They probably weren't planning on ever buying any more community maps anyway.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
the blue and yellow displacement colors are known bugs in ALL tf2 maps. There was an update to the engine that screwed up stuff.

Yea, but you can avoid them by having sufficient lighting. That tunnel needn't be so shadey, a couple lamps would not only brighten it up and look nicer but would solve the terrible blotches issue.
 

xzzy

aa
Jan 30, 2010
815
531
We spent what felt like an eternity on this map for gameday yesterday.. we went for the full 30 minutes or whatever the map time limit was and no one ever won. One of the teams was able to consistently capture the 2nd point but were never able to complete a push on the 3rd point.. defense was always able to get a fresh spawn wave up in time to push back.

I'm not entirely sure what the cause was. It could have been the people playing. Some people were commenting that run times were too long, but I have a feeling some of this came from unfamiliarity with the map. In places it's hard to tell which way to go is, and some of the routes curl back on other routes which got me lost quite a few times.


That said, the fighting was pretty fun. All classes seemed to have some areas where they could be successful, which is always a nice feature. Fights over mid are maybe a little demoman friendly, but the 2nd point has a little something for everyone.

I like the aesthetic, though some people were cranking about the rock texture you're using. To me it feels like a Hydro that doesn't suck and I don't think the detailing needs any major changes.


Last, I think you missed packing in a couple assets. There was a street sign on the far side of the river that had purple boxes on it instead of a texture.