Beachhead

PL Beachhead A4

Kyzer

L2: Junior Member
Apr 29, 2016
75
26
Beachhead - Single-stage linear payload map, outdoors, 3 midcap, bot support (sentries + navmesh), workshop
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Pl_Beachhead
Pl_Beachhead is my first published TF2 (nevertheless, payload) level. I've made quite a few though I never got them to presentable quality. You can read me about me at the bottom.

Downloads:
Due to the fact that this map is due to many changes in its early stages, there is going to be two download options (for now): InDev and Update. For your ease of use, the .zip has the name of the folder it's supposed to go into, so all you have to do is drag the folder into "Team Fortress 2 / tf" directory.

InDev is the newest version of the map, updated nightly (if possible), and was compiled in Fast mode. No HDR will be available. Navmeshes will still be updated, and there will not be changelogs for InDev unless they're bug-fixes or major changes.

Update is the most recent 'stable' version of the map, which contains significant updates. This version has HDR and is a full final compile. Navmeshes will be updated and all notable changes will be included in a changelog. There is no particular update time for these, though I will be aiming for weekly/bi-weekly.

FRONTLINE! IS REQUIRED.

Quality:
Due to recent fiascos with players getting 'out of bounds' with maps like Borneo and Barnblitz, I take it on myself to ensure all out-of-bounds areas are unable to be built upon. No more ninja-neers.​

Feedback:
I appreciate feedback about the map. Questions are welcomed and may even appear on a FAQ list I plan to add. You can send me a PM, post here on the thread, or comment/add me on Steam (though not preferred).​

Please don't send feedback about how the map looks unless it's game-breaking or hurts performance. This map is IN DEVELOPMENT, and is subject to change. Tips and advise are ALWAYS welcome. Though, "This building doesn't have a roof on it!! The top is just flat!!!" does not do anything for me or anyone else. Perhaps that building is meant to have a flat roof, or again, the map is IN DEVELOPMENT. Fancy roofs are none of my concern at the moment.

About me:
I've been mapping for a few years. I started... probably early or late 2012, and I started with Garry's Mod. I soon after got the Orange Box and started mapping for Half-Life 2 & Episodes (CS:S too). I never published any maps for Half-Life 2 or GMod, due to never finishing them or making them to my own standards of quality. In 2014-2015, I picked up mapping for Portal 2 and CS:GO. The first maps I ever published were to the workshop for both these games. The second map I ever published for CS:GO, aim_ak47training got over 25,000 Subscribers, which was very surprising to me due to the lower than average quality (though to be fair, anything passes on the CS:GO workshop). I dropped CS:GO after a few months, and picked up Portal 2 better. Some of my best works for that game are Rendition, Creation, and Return, in order. For a while now, I've picked up TF2 mapping and this is where I am now. I've scrapped... I dunno, hundreds if not thousands of maps in total over the years? Too many to count. I just can't work on something I don't think is good enough to play. Go hard or go home, as the saying goes.​

I will check this thread every once in a while, usually a couple times a day. The more activity, the more I'll check it.

Extra (not required for map):
Kyzer's DevTex Pack
 
Last edited:

Kyzer

L2: Junior Member
Apr 29, 2016
75
26
this maps way over textured for a alpha but it looks neat ill be looking forward to see this tested in a imp!

Kind of depends on your own definition of Alpha or what stage of Alpha it's in. I agree it seems like it's a bit finished for at least an 'Alpha' stage, but I work on maps in sections (I can't make an entire map out of devtex and come back and finish it later - just doesn't work for me) which includes textures and some models.

This map doesn't include any model-based lighting, and there is a lot of obvious ghost-lighting. It won't be beta until I properly implement indoor lighting and I make the lighting perfect (seriously, I spend hours on lighting, go check out my workshop on steam for P2). Though, the shader engine for TF2 is older than the one in P2, so it's going to be a bit difficult to make it... well, "quality".
 

Kyzer

L2: Junior Member
Apr 29, 2016
75
26
Update A3.1.1
  • Fixed unintentional spawn outside of spawns.
  • Made stairs (hopefully) look better.
  • Fixed the spike-plants on the beach casting shadows.
  • Frontline! texture usage has been confirmed.
Because this is an Update:
  • Navmeshes have been updated.
  • Everyone using an older InDev version or older version of Update should update to the newest version.
  • HDR support is available.

Read the rest of this update entry...
 

Kyzer

L2: Junior Member
Apr 29, 2016
75
26
InDev A3.1.2
  • Added proper lighting system for blue spawn
  • Added cubemaps for BLU spawn
  • Added blue-hue wood textures (get them from the "Custom Textures" folder)
  • Added glass walls and windows in BLU spawn
Because this is InDev:
  • Navmeshes have been updated.
  • The map was compiled with 'Fast' lighting and visleaves.
  • No HDR support; check Update branch for HDR support.

Read the rest of this update entry...
 
Last edited:

Kyzer

L2: Junior Member
Apr 29, 2016
75
26
InDev A3.1.4

*Fixed an issue with the cart being debris and not stopping bullets.
  • Updated BLU spawn building to look better.
  • Changed setup time to 45 seconds.
  • Added new texture "blueroof001" (BLU hue of Valve tex)
  • Fixed materials for "blueroof001", "wood_bluebridge001", "woodwall_blueworn001", to properly act like their intended material when shot.
Since this is InDev:
  • Users using older builds of InDev should update.
  • Navmeshes have been updated.
  • No HDR support.

Read the rest of this update entry...
 

Kyzer

L2: Junior Member
Apr 29, 2016
75
26
Update A4

-Removed wooden hut

-Removed dirt tunnel

+Added passage through building to point B
+Added indent in building for defending point B
+Added staircase from tunnel to upper area point B
+Added catwalk from point C to point D
+Added passage from last ramp to point D

*Changed placement of health packs and ammo packs

+Updated navmesh
+HDR support available

Read the rest of this update entry...
 

Kyzer

L2: Junior Member
Apr 29, 2016
75
26
The map's current state is functional but the layout is horribly clustered and not worth my time to fix. It's going under a massive overhaul and might receive a new name. It may also keep some elements. Track layout will stay the same.