Gamma

KotH Gamma B7

Midlou

L5: Dapper Member
Jan 12, 2016
208
238
Gamma - High levels of radiation may cause mild headaches

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Midlou

L5: Dapper Member
Jan 12, 2016
208
238
Alpha 2
  • General improvement...
  • Removed cp_junction feeling (added skybox 2d).
  • Added extra cover to attackers.
  • Some "alpha" art pass around spawns.
  • Pitfall bottom now have gabe texture because I want.

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Midlou

L5: Dapper Member
Jan 12, 2016
208
238
We're back baby! I guess...
It's been a while since the last playtest. I think it's time for another one.

Not a lot of changes. I want to remember how the map plays before any major intervention.

Alpha 9
  • 7 seconds to capture de point (previously 4 seconds).
  • Reconfigured pickups.
  • Expanded flank route.
  • Minor light adjustments.

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Pizza Pasta

L1: Registered
Mar 5, 2017
21
4
Pretty interesting! I like the audio/visual flair of the central point; the low hum, the little particles floating through the air, it's wonderful. I hope to see more of this map once it's been fleshed out more!
 

Midlou

L5: Dapper Member
Jan 12, 2016
208
238
Midlou updated Gamma with a new update entry:

B4

Probably the last update before a long break from tf2 mapping. Unless some major intervention is required, of course.
  • Optimizations.
  • General adjustment to lighting.
  • Artpass in the intermediary areas and spawns.
  • Simplified geometry around spawn exits.
  • Added little high ground area on the right flank.
  • Removed props on the left flank to allow some better engineer sentry spots.
  • Added dead end in the vent because why not.

b3-b4-comparison-1.gif


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Midlou

L5: Dapper Member
Jan 12, 2016
208
238
For anyone interested, here's the VMF for version b4, along with custom assets. Feel free to do whatever you want with it, just give me credit when needed.
 

Attachments

  • b4-public-release.zip
    4.5 MB · Views: 43

Midlou

L5: Dapper Member
Jan 12, 2016
208
238
Not a long break I guess. This update has been in the back burner for some time now, so probably there are more changes but I don't remember.
  • Removed some of the shields around control point
  • General adjustments to lighting around control point
  • Reconfigured health kits below the control point
  • Adjustments to 3D skybox

C907cHk.gif
 

Midlou

L5: Dapper Member
Jan 12, 2016
208
238
B6

  • Reduced cap time from 6 seconds to 5 seconds
  • Changed health to medium kit in high ground flank
  • More art pass around control point
  • Adjustments to 3D skybox
  • A lot of optimization
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