- Jul 3, 2008
- 484
- 120
Latest download: Alpha 5 http://forums.tf2maps.net/downloads.php?do=file&id=774
Alpha 5 Changes
=Fixed players getting stuck in cart
=Added alternate routes:
-Tunnel up to a balcony between caps 1 and 2 that is opened for blu when blu hits a "sub-capture point" between caps 1 and 2
-2 rooms connecting the area between cap 2 and 3 to around cap 2
-added an area for blu to have more of an advantage between caps 1 and 2 (extension of wood building by cap 1, opened when blu captures cap 1
=Added a sniper deck for blu near cap 1 that is opened when Blu captures cap 1
=Made transition area between caps 2 and 3 larger
=Lit some areas better
=Started detailing inside of center building
Known Issues:
-Cart flips out when hitting the very top or very bottom of the silo.
Map Description
This is my map I'm working on for the latest mapping contest. I've got the basic layout blocked out but not completely finalized and am maybe 1/4 done detail-wise. I was really hoping to add something interesting to the map without it being gimmicky, so I decided to have the bomb go straight down at the end. I'm hoping it won't be too unbalanced to one side or the other. I've been working on the layout for a while, and this idea actually came about when I had nothing to do but draw map designs for a 10 hour car ride. Hope you enjoy! C+C would be welcome.
Screenshots
Alpha 3 screenshots, new screens coming soon:
Overviews of the first area.
Inside of the building to the left in the last screenshot
Part of the left building, new addition in a5 that will open when Blu captures cap 1 and will hopefully tip the next area a bit more in their favor.
Blu's unfinished spawn
First cap point
The large building in the center of the map, area between first and second caps. That thing that looks like a mini-cap point is a sub-capture which will open a door for blue. Still experimenting with this.
Second cap point featuring new, improved barriers to prevent red from just firing down on blu and owning them (in the face).
Transition to the final area. This has been made larger and blu now has another way into it.
In red's base. Could this be the last cap point?
Here, the bomb mounts an elevator and blu pushes it down into the silo.
One way of accessing the silo
Level overview
I'd love to have peoples' opinions on this.
Alpha 5 Changes
=Fixed players getting stuck in cart
=Added alternate routes:
-Tunnel up to a balcony between caps 1 and 2 that is opened for blu when blu hits a "sub-capture point" between caps 1 and 2
-2 rooms connecting the area between cap 2 and 3 to around cap 2
-added an area for blu to have more of an advantage between caps 1 and 2 (extension of wood building by cap 1, opened when blu captures cap 1
=Added a sniper deck for blu near cap 1 that is opened when Blu captures cap 1
=Made transition area between caps 2 and 3 larger
=Lit some areas better
=Started detailing inside of center building
Known Issues:
-Cart flips out when hitting the very top or very bottom of the silo.
Map Description
This is my map I'm working on for the latest mapping contest. I've got the basic layout blocked out but not completely finalized and am maybe 1/4 done detail-wise. I was really hoping to add something interesting to the map without it being gimmicky, so I decided to have the bomb go straight down at the end. I'm hoping it won't be too unbalanced to one side or the other. I've been working on the layout for a while, and this idea actually came about when I had nothing to do but draw map designs for a 10 hour car ride. Hope you enjoy! C+C would be welcome.
Screenshots
Alpha 3 screenshots, new screens coming soon:
Overviews of the first area.
Inside of the building to the left in the last screenshot
Part of the left building, new addition in a5 that will open when Blu captures cap 1 and will hopefully tip the next area a bit more in their favor.
Blu's unfinished spawn
First cap point
The large building in the center of the map, area between first and second caps. That thing that looks like a mini-cap point is a sub-capture which will open a door for blue. Still experimenting with this.
Second cap point featuring new, improved barriers to prevent red from just firing down on blu and owning them (in the face).
Transition to the final area. This has been made larger and blu now has another way into it.
In red's base. Could this be the last cap point?
Here, the bomb mounts an elevator and blu pushes it down into the silo.
One way of accessing the silo
Level overview
I'd love to have peoples' opinions on this.
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