New Submission: cp_orangex3-3rev10_public

Titbb

L1: Registered
Jul 22, 2008
2
0
Downloads: A new file has been added by Titbb:

cp_orangex3-3rev10_public

Well, the name is subject to change, ran out of ideas

This is a remake of the cp_orangex3 version, where i've done a bit of retexturing, moving the 1st CP's onto the roof, make a small 'bunkered' tower on top.

Made a tunnel from the 2nd CP's towards the center tower. No exit there, only exits are on the both 2nd CP's. To cut down on the walking down there, it's a big map, i've put in 2 teleports to and from the center towers 'basement'.

Map should be considered in beta, small glitches here and there, lighting is off, and should be finetuned.
Just wondering if it has 'potential' before i start finalizing it.

Some screenshots will be uploaded later. Map is compressed using bzip2, but renamed to bzip since the site only accepts those extensions. Naming will change when its done. Also, Map is also compiled with HDR.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
I'm getting so tired of seeing roughly the same layout over and over again. :(

By the way, TF2 maps should use only TF2 textures, and it seems like you've used some textures from HL2 or CS or something.
 

Titbb

L1: Registered
Jul 22, 2008
2
0
The textures dont specify themselves as HL2/ CS or TF2.

They are just there when you open the hammer editor for TF.

And about another orangex, yeah i know, this is my first attempt at hammer mapping, so i thought i would start like this, and go further when i fully understand the mapping.
 
Last edited:

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
They do specify themselves, type "tf" in the keywords blank in the texture browser.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
And about another orangex, yeah i know, this is my first attempt at hammer mapping, so i thought i would start like this, and go further when i fully understand the mapping.

Well, that's understandable, I guess. At least it looks a bit better than normal orange_x.