Tenebris

CTF Tenebris a8

Aug 26, 2016
137
100
If you read my last update, not much has changed, visually. The new screenshots would be practically identical to the current ones, and I don't really have time (or access) to my PC at the moment (I'm writing this on a chromebook.)

If by screenshots, you mean screenshots of the next release (a6, the post-imp update), then my answer is this: I haven't even BEGUN to actually work on a6, because, again, I simply don't have the time to map on weekdays.
I mean I can't actually see any screenshots, but I am on mobile atm so maybe that's why.
 

Piezo_

L2: Junior Member
Dec 29, 2015
51
5
I mean I can't actually see any screenshots, but I am on mobile atm so maybe that's why.
Yea.. There are screenshots.
I would never trust a phone/ipad to load a website properly, to be honest.
Edit: I loaded up the page on my iPhone 5C, and I was able to see the screenshots...
Sorry, I can't really help you.
 
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Piezo_

L2: Junior Member
Dec 29, 2015
51
5
Update:
After reading the feedback, I've realized this map is unsalvageable.
I might start working on a completely different map sometime in the future, but for now, I'm taking a good long break from hammer.
 
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Piezo_

L2: Junior Member
Dec 29, 2015
51
5
Great news!
Having dug up the old VMF file for this map from a USB stick buried deep in my filing cabinets, and gotten access to a computer with windows on it, I've been able to work on this map again!

...Anyhow, it seems the only thing I'm good at around here is necroposting, so here's another, from the bottom of my heart!

* Brought ctf_tenebris back from the dead (slightly haunted)
* Removed a ton of cubemaps
* added a grate in the center (so you can see into the train area from the main library)
* Added a way to spawn MONOCULUS... Good luck finding it :D
* Still no new screenshots, sorry.
* Added details to skybox in middle area
* Updated map signature with the drawing from my profile picture
* added func_nav_avoid brushes that will (hopefully) stop bots from trying to take the intel through their spawn
* Rotated player spawn points to face the middle of the map
* Forgot spawn_purgatory and spawn_loot for monoculus.... Expect another update soon. :/

Read the rest of this update entry...
 

Piezo_

L2: Junior Member
Dec 29, 2015
51
5
It will probably be a long time before I update this map again.

* Added destinations for Monoculus's portals
* added a "loot island" area, with an exit portal to the train station.
* Added a 3D skybox that you'll probably never see
* Considered changing the lighting color based on feedback from tf2maps play-test, decided not to.
* There's still a way to spawn Monoculus.
* Moved resupply lockers down 1 hammer unit, so they don't look like they're floating.
* added Red and Blu team signs in the train station center area
* Brought 2 buckets back from the dead by changing them from prop_physics to prop_static.

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Piezo_

L2: Junior Member
Dec 29, 2015
51
5
I'm officially done with this map.

Here's the VMF. If anyone wants to continue the project, I'm publishing it under the Creative Commons Attribution-ShareAlike 4.0 License.

Read the rest of this update entry...