cp_dust_town

ikem

L6: Sharp Member
Dec 8, 2008
268
34
http://forums.tf2maps.net/downloads....d=885&act=down

it was actually featured today on fps. :D (i have never had that happen)

cp_dust_town_bc160006.jpg

cp_dust_town_bc160011.jpg

cp_dust_town_bc160003.jpg

cp_dust_town_bc160002.jpg

cp_dust_town_bc160000.jpg

cp_dust_town_bc160001.jpg
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
looks kinda cool.
does the point that's under the payload doors rise up and out once it becomes unlocked?
 

Tinker

aa
Oct 30, 2008
672
334
Well, dust_town sems to be the fitting name here. Stuff looks dusty. You've got some awesome architecture at times, too, especially that "Silo 1".
 

Redfurn

L1: Registered
May 10, 2008
9
0
Where are all the signs? ;)

Really, the defenders have A and B signs above the spawn exits, thats ok but maybe not enough.

The attackers have no sign which path leads to A and which leads to B at all.
there are only some flashing arrows, and they are red instead of blue. ;)

So you can get lost easily, besides that the map looks good and the gameplay seems interesting.:)
 

Apom

L6: Sharp Member
Sep 14, 2008
366
65
Here's a couple of remarks after playing this map on Gameday :

- Signs are lacking, but you know this. Playing as attackers, finding B is fairly easy, but finding A is another problem.

- There is a bad displacement sewing in the tunnel kind of place, between A and B (where you have a medkit and metal).

- Get the heat waves out of the playing area. They look cool, but are really disturbing because they move, and your eye catches movement better than anything else. Eye candy in side areas is a better use for this.

- Death on cap is somewhat annoying. I realize it makes sense, but it is frustrating (you should be rewarded for scoring a capture, not slain on spot).

- A minor thing that disturbs me: why is cap B before cap A on the HUD?

- Other than that, it looks like a very solid map.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
Little quip, some Z-Fighting:
cp_dust_town_b20005.jpg


Either move the wall back or move the doorway. Both are currently at the same position and are causing a texture conflict.

Best. map port. ever.

:thumbup::thumbup::thumbup:
 

ikem

L6: Sharp Member
Dec 8, 2008
268
34
thanks for the comments. never noticed the pillar was like that. thanks
 

ikem

L6: Sharp Member
Dec 8, 2008
268
34
yep thats kinda wierd... ill upload again...