mineshaft

PL mineshaft RC21

Oct 6, 2008
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mineshaft - Blue and red fight it out in a cave!

This is a sort of a Badwater a reskin but set up inside a cave / mining complex.

Have made a lot of changes to the map / style / gameplay.
 

GooGuGajoob

L12: Pro-crastinator
Mar 28, 2014
175
101
Looks kinda sexy. Wonder if I'll ever get to play it in action...
 
Oct 6, 2008
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Svode

Take a Chance on Me
aa
Jul 31, 2016
166
471
Feels weird that this map has just 1 update, yet its an RC (Looks like it to!)

Have ya posted this on the workshop before TF2Maps?
 
Oct 6, 2008
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Yea, the map was posted a long long time ago - since the link to the old map that was here is now gone, I updated it with this new thread via the download system. The map is more or less finished - unless you guys tell me where you think it could use some improvement. There were two places that I thought needed some improvement but I haven't mapped in over 6 months now. This is my more or less finished version.

If you guys see any place I could improve it more, please let me know :)
 
Oct 6, 2008
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Map has been updated to RC4

Added in another cap point since there was a long gap in the HUD between points 1 and 2. So it's now 1,2,3.

Added in some more visual content to break up some of the hard corners.

Added in some more lighting, change some of the lighting.

Added in more ammo / health locations.

Added in another exit door blue 2nd spawn.

Added in some more directional signage.

Now waiting for feedback based on game play to see if any more changes need to be made before the final version is done.

Please download from the workshop for the time being - was going to upload new zip file but got called into work.
 
Last edited:
Oct 6, 2008
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Nuts - spawn bug occured - trying to fix it
 
Oct 6, 2008
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Oct 6, 2008
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Updated the map to fix an exploit where a red jumping class could fin their way into blue's 2nd spawn.

Removed a ladder so that red could not continually flank a blue push and attack them from behind - jumping classes will still have access so there is still some balance left at that spot

Removed a rock, replaced with a sloped ladder - works better for both teams as they no longer have to run around an obsticle.

Read the rest of this update entry...
 
Oct 6, 2008
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Oct 6, 2008
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the download link
 
Oct 6, 2008
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Oct 6, 2008
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After a couple of reported bug with the final cap point - I checked out all the game logic and discovered the cause of the issue(TCPMaster had a wrong value), hopefully this is now fixed - permanently.

It did however give me the opportunity to

- debug one set of dynamic arrows for the blue team
- improve the sound system for the train as it moved down the tracks.
- added in some roll back and forward zones.

There should be no further updates after this - I'll ask for one more playtest to make sure everything is working right in a multiplayer environment, bots just don't cut it sometimes.

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Oct 6, 2008
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- made the map a LOT brighter
- got rid of the fog
- added in a 1 way door to keep red from flanking top of 2nd point building
- adjusted a couple of dynamic arrows - timing
- and most importantly, adjusted the timing of the train slightly so I can get more of you outside the spawn door :)

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Oct 6, 2008
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Where do I start?

- major redo of the cave displacements to make the place look more 'cavy'
- included some volumetric looking 'God rays' highlighting objects to create a more visual punch in places.
- streamlined a couple of flanking routes so they'll be used more.
- added in some light brushes to up light levels

Going to do one last artpass and then this map is done.

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[LuNo] KimFareseed -TPF-

L1: Registered
Jan 30, 2016
39
6
Okay, found a few things when I loaded up the latest version. Splitting it up into some sections.

In spec cam, the drop down in BLU final spawn shows the trigger dev textures for some reason. Noting major there.
EC380A5570947BBC607A1116787B0C9AA393C455

I will guess that the Danger sign in RED final spawn isn't ment to get cut off.
DFAF848C764E0B8715741F24B2D618D368734B8C

Compleatly missing the floor infront of the balcony stairs at B
42AF4E2EC8489E19BA6B55267C01A1C7E1A7008F

The leftside exit out of BLU spawn has the steel door texture facing inwards and the grate texture outwards
BD23198DF6CDBED309B8EFAB8D50BFD4E4973B14

8A239A6C9FB3C37A5847BBC853DD7D88165924FD

The track for the payload after B lacks collision.
3D21685AE75462364C6A8D6EAEF821AB0D2690D8

The walls of the shack, on the cliff side of A lacks collision, the door for it has though.
A8E2B071CC8E1F32B7C3E7D4D51F12B791883983

The buckets outside of the spawnroom at B lacks collision, anyone can enter.
A672F0BDDD66EAF876EE735E2A8BE12CB904125C

I guess those boilers were ment to be solid, engies can build in the back of the spawn, and RED players can continually get ressuplied
9203005058B9DD33028F9FAF79EEFB522CE38013

F02B8906F95A702547916544DE3137E6BA61B522

Did notice that a door to the spawn dissapeared.
08A19C39E7909D2C5D5070E6E65AABDD02548545

After a re-run through of the map, I was able to get it to disapear again by opening the door for the balcony at B.
8C2CFBB63522ABD7522A0904360D440CFB52A94D

Did end up getting myself stuck when riding the payload a few times.
373F1AAC91E81D79746CC67E4DE32F52A041A640

CD39C5084CD88799EEB7C6B64256699905129C3C

That is all the big stuff I could find, hope any of it can be of any use.
 
Oct 6, 2008
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thanks - i'm working on the final release
 
Oct 6, 2008
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- this is almost the final version, will do one more map artpass test.
- completed 99% of the artpass findings from the rc_15 test

- thanks for the help

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