I've tried to solve the issue of hydro's diagonal routes sending team's head on into each other, all stages have at least two route's between the two points in play.
More than six months after the initial decision to make a TC map, and around six itterations I've finally managed to keep one I liked until 'completion' without scraping it and starting over.
So with a week working on it almost solidy I've got it to a playable level with all 6 points build, even if I'm not happy with red's final point, its just not good - any and all suggestions welcome!! Using Boojum's gamemode library the process probably saved a day's work and several clumps of hair! Although thank's to his naming conventions I've now started calling my points W,X,Y,Z,R and B, rather than a more obvious A,B,C... but no matter, you'll never have to see those names as a player.
I've been using the more generic cliff wall texture (reflectivity ooh yeah!) as a place holder because I have no idea what theme I want to take this map down. I love the alpine theme and really want to utilise it to make a map with but it's just so under developed I don't think I can stretch it to a full TC map, the various desert environments have the development for multiple points but with all the maps made with it and all the maps I've made with it.. kinda getting desert fatigue now. I'll think of something, but again, suggestions are always welcome.
Revision History (DD/MM/YY)
Alpha 3 released 22/04/09:-
More than six months after the initial decision to make a TC map, and around six itterations I've finally managed to keep one I liked until 'completion' without scraping it and starting over.
So with a week working on it almost solidy I've got it to a playable level with all 6 points build, even if I'm not happy with red's final point, its just not good - any and all suggestions welcome!! Using Boojum's gamemode library the process probably saved a day's work and several clumps of hair! Although thank's to his naming conventions I've now started calling my points W,X,Y,Z,R and B, rather than a more obvious A,B,C... but no matter, you'll never have to see those names as a player.
I've been using the more generic cliff wall texture (reflectivity ooh yeah!) as a place holder because I have no idea what theme I want to take this map down. I love the alpine theme and really want to utilise it to make a map with but it's just so under developed I don't think I can stretch it to a full TC map, the various desert environments have the development for multiple points but with all the maps made with it and all the maps I've made with it.. kinda getting desert fatigue now. I'll think of something, but again, suggestions are always welcome.
Revision History (DD/MM/YY)
Alpha 3 released 22/04/09:-
- Ensured all stages have health/ammo primarily in the tunnels to encourage pushes and discourage turtling.
- Fixed vis error in a tunnel near red's platform stage.
- Added hazard stripe to capture points to indicate their boundaries.
- Fixed a problem where the team that failed to cap a final point would then be stuck in their spawn in the next round.
- Slightly increased distance from attacking spawn to the capture point in final stages as well as moving the setup gates.
- Added nobuild brushes in areas the opposing team can't get to.
- Miscellaneous other tweaks
- Added 30 seconds of setup time to final rounds.
- Revised one route between W and Y - wider and more open.
- Increased distances from attacker's spawn to the point in final rounds.
- Added a blanket reduction to spawntimers
- Adjusted amounts and density of health/ammo packs.
- Miscellaneous minor tweaks.
- Opened extra route through 4/6 centre rounds.
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