Boundary

PL Boundary rc

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
No its not, no one makes perfect great maps right off the bat. There will always be material on the cutting room floor.

Trust me, learning to know when to stop working on a map is very important. Use the lessons learned to make the next one better. Its NEVER going to be perfect, you're always going to hate things with it. It'll just turn into feature creep and you'll be working on it forever.

And if you're talking about in a portfolio you don't have to list everything in your portfolio, mine was only three maps when I started getting callbacks.

Well, that's the thing, he's got a solid map here already. Vastly worse & broken ones have gone official. (Hoodoo, I'm looking in your direction.) Tweaking it more to fix up a few things he has ideas about never hurts. There's way too many abandoned maps out there that are relegated to the dust bins.
 

honeymustard

L9: Fashionable Member
Oct 26, 2009
698
573
Here are some changes:

4vJFV.jpg

Just added some detail here because the thin rock looked stupid on its own.

CDdtE.jpg

Added some cover here (op sniper spot).

d0SCQ.jpg

Made the one way door a drop down.
 

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
149
Well, that's the thing, he's got a solid map here already. Vastly worse & broken ones have gone official. (Hoodoo, I'm looking in your direction.) Tweaking it more to fix up a few things he has ideas about never hurts. There's way too many abandoned maps out there that are relegated to the dust bins.

There are always going to be doubts or ideas, thats what I'm trying to say. Learning when to stop and let go is a huge thing that many mappers don't understand.

The maps not abandoned, he said it was done. I think it needs to stay done and he should use the lessons learned on the next map.
 

honeymustard

L9: Fashionable Member
Oct 26, 2009
698
573
It's been over a year but I wanted to make some updates. So here is version _final1. Now I really can't make any more updates D:

8n6r0.jpg


Added a health alcove on the left, and moved a spawn exit (no more long sightline)

CEicz.jpg


Angled this building, gives more space

289a9.jpg


Added cover here (and on the other stairs to the left) and changed the one way door a bit

KAWv1.jpg


Changed the one way door to a drop down

AT6hs.jpg


Moved red's spawn and the route behind it leading to the drop down (note: the door looks dark here due to whacky graphic settings...)

YmHIB.jpg


Smoothed this area, removed the railings

xREym.jpg


Added pipe here, allows for sneaky jumps

And lots of other detail improvements and the like :)

Download: http://dl.dropbox.com/u/6591985/map/pl_boundary_final1.bsp.bz2
 
Last edited:

Kengon

L1: Registered
Jul 4, 2012
31
4
Is it just me, or are none of those screenshots working? :(

Very nice map though, the detail is brilliant, and the layout is bang on as far as I can tell.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Is it just me, or are none of those screenshots working? :(

It's just you. This is bound to happen from time to time with a third party website hosting your images. To avoid it you can use TF2maps.net, but some people don't like the quality/data restrictions.

I'll look into upping that limit so people are more likely to not host on third party websites, although people probably still will.
 

sitebender

L3: Member
Aug 15, 2012
102
33
I've commented before on a different forum if not here. I'll cover it again :)

I've always been found of this map when playing with humans, because at one of the points the bots get stuck thinking a door is open when it's not. Anyway, continuing on. This map is a lot of fun, especially blowing people over the edge. It looks and feels different since it is a cliff side snow payload. There are a lot of interesting legs that the payload cart takes like up that tunnel. I think one part where the quality suffers are the clear cut rock walls instead of more natural rock walls.

.... speaking of Star. I sent him a gift :)