Smokyhill

zpqrei

Theme Changer Extraordinaire
aa
Oct 19, 2008
1,067
1,150

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25th April 2009
[DropBox Mirror] Download Alpha 1 [3.91MB]
[TF2Maps.net Mirror] Download Alpha 1 [3.91MB]

26th April 2009
[DropBox Mirror] Download Alpha 2 [4.12MB]
[TF2Maps.net Mirror] Download Alpha 2 [4.12MB]

2nd May 2009
[DropBox Mirror] Download Alpha 3 [4.7MB]
[TF2Maps.net Mirror] Download Alpha 3 [4.7MB]

8th May 2009
[DropBox Mirror] Download Alpha 4 [5.5MB]
[TF2Maps.net Mirror] Download Alpha 4 [5.5MB]

9th May 2009
[DropBox Mirror] Download Alpha 5 [5.2MB]
[TF2Maps.net Mirror] Download Alpha 5 [5.2MB]
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Alpha 1 - 25th April 2009
-First Release

Alpha 2 - 26th April 2009
-Added route directly from C to B
-Added stairs from C to A
-Fixed a bug that'd let you out of the map
-Fixed door placement at Red spawn
-Added more cover at B from snipers.
-Added menu photo
-Added TF2Maps.net signs at A and B.
-Reworked the metal/health at C
-Changed the colour of the sign props in Blu spawn.
-Added a lot more signs.

Alpha 3 - 2nd May 2009
-Added building on B to stop snipers.
-Added outside area on A
-Removed cover on B
-Added rocks on B
-Added more cover at B from snipers.
-Added new menu photo
-Reworked the metal/health at C (again)
-Reworked ways to get to A and B from C.

Alpha 4 - 8th May 2009
-Textured quite a bit of B
-Added a building to give the route to A from B some cover
-Removed small building.
-Added some displacements.
-Started changing the skybox (will have a complete overhaul).
-Changed menu photo.

Alpha 5 - 9th May 2009
-Reworked A completely
-Removed full heath, replaced with medium/small
-Removed full ammo, replaced with medium/small
-Added some more cover to B when coming out of spawn.
-Got rid of old BLU start area. Not needed.
-Added a few overlays.
-Changed menu photo.

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Smokyhill, based of the ghost town, 'Smoky Hill City' is a 3 point, AB->C Gravel Pit style CP map. Set in a Badlands-style enviroment with 3 small-ish areas for between 10 and 16 players (although it supports up to 32, it's not recomended). The map has hight variation, and plenty for all classes to do!

[I know the 3D Skybox is from Badwater, it's just a placeholder until I make my own.]

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Alpha 1 - Cap C
Alpha 1 - Cap B
Alpha 1 - Cap A
Alpha 1 - Overview

Alpha 2 - Cap C
Alpha 2 - Cap B
Alpha 2 - Cap A

Alpha 3 Screenshots coming soon.

Alpha 4 - Cap B
Alpha 4 - Cap B

Alpha 5 - Cap B
Alpha 5 - Cap A
Alpha 5 - BLU Spawn

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[ame="http://www.youtube.com/watch?v=7iqaTWLmarw"]YouTube - [Custom TF2 Map] Smoky Hill [Alpha 1][/ame]

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Anton 'DaBeatzProject' Lecock - Support, and for finding many mistakes and silly errors in my mapping. Cheers.
Nova 'NovaSilisko' Silisko - General support, Dynamite model. Thanks dude.
Tim 'Youme' Johnson - Teaching me how to line up textures properly, cheers.
Valve Software - 3D Skybox, until I make my own.
Rhys 'Eval Cracker' Pritchard - Been to EVERY playest, cheers bro.
Kaplan - Awesome host for Smokyhill.

 
Last edited:

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
so far, so good, will look into it more when I'm not on an iPhone.
 

DaFatCat

L3: Member
Apr 19, 2009
129
11
Looks alright so far, the song in the video was a bit odd...
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
initial concern is that the CP have long sight lines for snipers. Think about gravelpit capture points, quite enclosed although there is a lot of space outside them to play.
 

zpqrei

Theme Changer Extraordinaire
aa
Oct 19, 2008
1,067
1,150
looks like you have nice start.

Thanks!

initial concern is that the CP have long sight lines for snipers. Think about gravelpit capture points, quite enclosed although there is a lot of space outside them to play.

I've tried to make it so that Snipers can have a bit of fun, but they are left completely open to spys, pyros, anyone who wants to get them pretty much. We'll see on gameday.

Looks alright so far, the song in the video was a bit odd...

Thanks. The song is 'Don't Blame Your Daughter' by The Cardigans in their album 'Super Extra Gravity'

so far, so good, will look into it more when I'm not on an iPhone.

Cool, thanks. I'm hoping to put it into next weeks gameday!
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
We played the map today on grim's server, and it was a quite fun map. But I suggest to add 1 or more buildings around cp B to make it a bit less sniper friendly.

I also think that cp C will be very hard for blu when you play the map on a 24 slots server, cuz the spawn is quite close to the cp.

Anyway, looking forward to the next version! :D
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
I'd really strongly recommend the ramp to A from red spawn, and maybe ditching teh current route to B and going with a cave from red spawn.
 

zpqrei

Theme Changer Extraordinaire
aa
Oct 19, 2008
1,067
1,150
We played the map today on grim's server, and it was a quite fun map. But I suggest to add 1 or more buildings around cp B to make it a bit less sniper friendly.

I also think that cp C will be very hard for blu when you play the map on a 24 slots server, cuz the spawn is quite close to the cp.

Anyway, looking forward to the next version! :D

Thanks. Alpha 2 (working on it!) will have more cover at B, a ramp at C to get to the 'A' building (the sign is no longer a lie) and I've re-worked the metal/health on C.

I'd really strongly recommend the ramp to A from red spawn, and maybe ditching teh current route to B and going with a cave from red spawn.

There is now a route from C directly to B, exactly where you put your spray. :)

I'd like to personally thank everyone who joined us on GRIM's server testing!

-zp
 
Sep 12, 2008
1,272
1,141
I think the map ran veeeeeeeeery nice last night. There were enough possibilities for every class. There were only a few huger sightlines, but, none the less, it was awesome.
I'll edit this post with screenshots later.

DBP
 

RichT

L1: Registered
Mar 9, 2009
23
4
I enjoyed it yesterday, i thought point 3 was a little to easy to deffend, but other than that great fun :)
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
some issues:
>no good SG spot on cpA
>layout of cpC iss too open

all in all its rly good solid cp map
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
I really enjoyed playing this last night - its a nice little map.

Not too big - not too small and seemed just right..

Some people were whinging a little about how hard C was to defend (or was it capture?)

Anyways, it seemed ok to me - each team will take turns in defending and attacking so each team should have a go at doing both, I suppose...

Couple of things....

1) need to finish or close up the floor in the blue spawn room....

smoky1.jpg


2) I seemed to get 'ravidged' at this point coming out of the Blu bit....(pic below) you could move the rock (red arrow) a little over, but it just might be down to me being a crap player.....

smoky2.jpg


Look forward to seeing more of the TF2 textures being applied, and the gradual reduction of the dev ones...

Good job
Nosh.

....