Well here it is, my debut map, Reverb.
It is a payload race, meaning each team will push their own cart while defending the other team's cart. First team to push their cart to the last cap point wins.
------------------------------------------------------------------------
May16th, 2009 Alpha 5 release
-Overhauled the 2nd and 3rd points, by adding a house, walls, and pipes.
-Created setup time. The map is divided in 2 by an invisible wall for setup time to allow engies to build and medics for ubers.
-Added a trainwatcher HUD that more or less acts for both carts.
-Fixed the flashlights on each cart to correct colors.
April 24th, 2009 - Alpha 4 release
-Added a completely new area surrounding the 2nd capture point.
-New area accessible through spawn, drop-down building, and planks from the 2nd point.
-Fixed the directional signs when the 1st point is capped. They now go down when the cart approaches them again.
-Added boxes so spies and other players can crash a camping sniper's fun in the nest.
-Added more stairs in the 2nd point.
April 14th, 2009 - Alpha 3 release
- Made the respawns an unbuildable place.
- Kind of fixed the carts.
- Added cover from snipers.
April 9th, 2009 - Alpha 2 release
- Doors added to spawns.
- Fixed a glitch where the carts would get stuck at the 2nd cp.
- Added a engineer friendly area towards the last cp.
- Split the middle house in two, so that it's not so open.
- Stairs added to the 2nd point.
------------------------------------------------------------------------
April 4th, 2009 - Alpha 1 release
Track train entities complete, as well as respawns. The cart is still a bit buggy. You can get stuck on it easily and if you ride it you can get stuck on platforms.
Download link now available!
------------------------------------------------------------------------
April 1st, 2009
Alright, so I've updated the map a little bit. I've added support beams and flooring to the floating track props and fixed ALL leaks (feels good to have that done). Here's some screens:
------------------------------------------------------------------------
March 25th, 2009
I'm almost done laying out the track. Once that's done all that's left to do is put up all the entities and final touches.
More screens to follow.
Enjoy!
It is a payload race, meaning each team will push their own cart while defending the other team's cart. First team to push their cart to the last cap point wins.
------------------------------------------------------------------------
May16th, 2009 Alpha 5 release
-Overhauled the 2nd and 3rd points, by adding a house, walls, and pipes.
-Created setup time. The map is divided in 2 by an invisible wall for setup time to allow engies to build and medics for ubers.
-Added a trainwatcher HUD that more or less acts for both carts.
-Fixed the flashlights on each cart to correct colors.
April 24th, 2009 - Alpha 4 release
-Added a completely new area surrounding the 2nd capture point.
-New area accessible through spawn, drop-down building, and planks from the 2nd point.
-Fixed the directional signs when the 1st point is capped. They now go down when the cart approaches them again.
-Added boxes so spies and other players can crash a camping sniper's fun in the nest.
-Added more stairs in the 2nd point.
April 14th, 2009 - Alpha 3 release
- Made the respawns an unbuildable place.
- Kind of fixed the carts.
- Added cover from snipers.
April 9th, 2009 - Alpha 2 release
- Doors added to spawns.
- Fixed a glitch where the carts would get stuck at the 2nd cp.
- Added a engineer friendly area towards the last cp.
- Split the middle house in two, so that it's not so open.
- Stairs added to the 2nd point.
------------------------------------------------------------------------
April 4th, 2009 - Alpha 1 release
Track train entities complete, as well as respawns. The cart is still a bit buggy. You can get stuck on it easily and if you ride it you can get stuck on platforms.
Download link now available!
------------------------------------------------------------------------
April 1st, 2009
Alright, so I've updated the map a little bit. I've added support beams and flooring to the floating track props and fixed ALL leaks (feels good to have that done). Here's some screens:
------------------------------------------------------------------------
March 25th, 2009
I'm almost done laying out the track. Once that's done all that's left to do is put up all the entities and final touches.
More screens to follow.
Enjoy!
Last edited: