CP Front Yard [Deleted]

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Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
If the map is symmetrical, you should only get screenshots of one side, it's unnecessary to grab shots of both sides, when you'll fine with one.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
Okay
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
- Art overhaul
- Added new lights
- Added crates and boxes to the outside of the spawns
- Added new props to the outside of the payable area
- Added new health packs near point A
- Added a wall outside of Red spawn
- Reworked point B
- Replaced many props from last version of the map
- Removed the wall from upper blue spawn so it will not cast a shadow
- Updated the Blue spawn to be longer
- Updated the Blue spawn points to be haft one side and the other haft will be spawn on the other side of the spawn

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FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
- Updated Point A to have a new room
- Updated Point B to be in a higher place
- Added a new ramp for Blue team to get to blue
- Added a shortcut for Red Spawn to Point A
- Added a new shortcut for Red spawn to get to point C
- Added new props outside the Red Spawn
- Added new props where Point B used to be

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FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
It's true the screenshots are not up to date, I update the map to much its just too much work to update the screenshots if I am already working on another update and I know it's going to be out in a few hours, so why keep updating the screenshots every time. I am just going to update the screenshots after I am done with mapping for the day. When I went into my map I saw no leaking on the map. If you think that the thing coming from blue spawn to upper red spawn is a leak. It's not is a pathway. Also, I am sorry if I don't make any sence. I am very tired and I am about to go to bed after i checked up on maps.tf.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
- Removed the props in front of the red spawn
- Updated the wall in front of the red spawn to be longer
- Fixed spawn doors opening for the wrong team
- Added cubmaps to the map
- Removed all windows due to the cubemaps making all glass turn into a purple color glass.
- Added new props on point basement

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FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
- Added a new path from Point A to Point B for Blue Team
- Added new lights
- Updated the second floor of Red base to fix to issues with the lower doors clipping
- Updated the walls to prevent clipping from the doors

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FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
- Updated the map texture to use the Autumnal Mini-Expansion
- Updated many wall heights
- Updated the second control point
- Added new blue spawn exit 20170801144028_1.jpg 20170801144035_1.jpg 20170801144038_1.jpg 20170801144046_1.jpg 20170801144057_1.jpg 20170801144105_1.jpg 20170801144112_1.jpg 20170801144124_1.jpg 20170801144134_1.jpg

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FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186

Muddy

Muddy
aa
Sep 5, 2014
2,575
4,592
Looks like there's a leak in your map, judging by the unnaturally pitch-black ceilings in the screenshots. Next time you compile your map, check the compile log for this error:
Code:
**** leaked ****
Entity light (-1607.69 -1094.12 -183.00) leaked!

(Might not be a 'light' entity at those co-ordinates, I just copied this from the VDC article on leaks, which incidentally is a handy read: https://developer.valvesoftware.com/wiki/Leak)
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
Looks like there's a leak in your map, judging by the unnaturally pitch-black ceilings in the screenshots. Next time you compile your map, check the compile log for this error:
Code:
**** leaked ****
Entity light (-1607.69 -1094.12 -183.00) leaked!

(Might not be a 'light' entity at those co-ordinates, I just copied this from the VDC article on leaks, which incidentally is a handy read: https://developer.valvesoftware.com/wiki/Leak)
I dont think it could be a leak because I have the light lower then the ceiling.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
Don't worry I fixes the issue. The bottom skybox did not be connected to the walls of the skybox.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
- Added new spawn exit
- Added new rout to control point A
- Added new signs
- Added new rout to point B
- Updated many textures
- Updated some lighting

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FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
- Added new way for players to get to Control Point B
- Updated the walkways outside of red house
- Fixed blue spawn door not being closed during setup time

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Da Froog

L1: Registered
Jul 19, 2016
30
7
some feedback:
-almost every wall in the map is a missing texture, so make sure all of your custom assets are packed
-the points themselves dont really have any interesting angles to attack or defend from. some height differences around them would be good
-the route to b seems way too defence orientated since they can just rain down hell on attackers trying to move forward
-while b being in water is a unique design choice, it basically makes pyros completely useless, and doesnt really make the combat more fun
-there is no indication where c is, and you have to return to a to even get there. Also, i dont think making c a maze is very fitting for tf2

thats it for now, keep on developing the map and it might eventually be real good :)
 
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