Preposterous

KotH Preposterous RC2

HQDefault

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Aug 6, 2014
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Preposterous - My 72hr TF2jam submission

Preposterous is (likely) my final TF2 map. So as such, the stakes are kind of high. It's a test to see where I've gotten as a mapper, and, well, I just thought it was interesting.

Enjoy!
 
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BenCo

L5: Dapper Member
Dec 30, 2015
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I really liek the theme, good job! Looking forward for future changes :)
 

HQDefault

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So essentially whats going on, is that as soon as I recover from eye strain, I'm going to take a week or so to finish up the detailing/clean up the gameplay.
 

HQDefault

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I'll have the new overlay that de_fence up for download in a moment.

Edit: Alright, it's up!
 
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ExtraCheesyPie

L420: High Member
Jan 29, 2015
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Why is this your final map?
 

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Aug 6, 2014
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OK, I'm gonna be re-initiate development of this map.

Just gotta test it first. And hope that I haven't forgotten all of TF2's design theory.
 

HQDefault

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-changed an out-of-bounds detail area to an in-bounds not-so-detail area
-added a back pathway and building
-Changed up health & ammo a lot
-Removed clipping on tower platforms. (I'm interested in seeing how this change will effect gameplay)
-Temporarily FLIPPYSKRAGGLED the optimization (To make my life a bit easier for a bit)

KNOWN ISSUE: Odd invisible wall on the back flank (I couldn't be bothered to just put in 2 new sheets of metal and wait the time to recompile)

Read the rest of this update entry...
 

HQDefault

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If everything goes okay next imp I'm going to re-optimize the map and largely finish up the detailing, then probably post the map on the steam workshop.
 

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-Got rid of that dumb vent thingy
-Replaced a fence by the generator with a smaller fence that you can jump over
-Lowered cap time from 8 seconds to 7 seconds
-Extended top platform out so players can no longer shoot direcly onto the control point from there
-Raised the ceiling of the back building
-Removed a vision-blocking exit sign
-Removed some hydro barriers at tower
-The skybox now has a schweet new look
-Altered lighting a lot to improve visibility and make it look less bad
-Altered detailing at red spawn to make it fit better
-Artpass is now about 90% done (All dev textures are gone)
-Probably optimized the map

KNOWN ISSUES:
-Waterfall textures are scumbags and will randomly render on top of transparent surfaces
-Weird pop-in with some trees at blu spawn
-A stupid ghost light that I forgot to delete

Read the rest of this update entry...
 

Narpas

Takes way to long to make and update maps
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Jun 11, 2015
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Looks good! Though I feel maybe you should decrease the texture scale on the water (edit: or use a custom flowing water texture), as it looks a bit blocky, and perhaps change the window texture to the bulletproof glass with the diamond-ish texture (glass/glasswindow001), as that's easier to see (and is the window texture most maps use anyway)
 

squ1rrel

L4: Comfortable Member
Apr 11, 2016
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Like the heavy industrial theme but the high up long pipe between both sides of the map needs work