Temple:
Description:
This is a Plant the Flag map for those who are used to that type of gameplay. For those who are not it is much like Reverse CTF. You start off and need to bring your intel into the enemies base.
Back story:
There isn't much of a back story with this one. I started it on April 24th and am putting in roughly 6 hours a day or more into mapping.
Revision History:
Alpha_4f1: (5-23-09) Public Release.
Alpha_4: (5-19-09) Public Release.
Fixes/Changes:
Still looking for help with:
Alpha_4: (5-7-09) (Not released yet)(Screenshots)
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Alpha_4: (5-4-09) (Not released yet)(Screenshots)
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Alpha_3: (4-30-09) First Public
Alpha_2: (4-29-09)
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Alpha_1: (Everything.. No?)
- (n.) A building dedicated to the administration of ordinances.
- (n.) A local organization of Odd Fellows.
- (n.) Fig.: Any place in which the divine presence specially resides.
- (n.) A place or edifice dedicated to the worship of some deity; as, the temple of Jupiter at Athens, or of Juggernaut in India.
Description:
This is a Plant the Flag map for those who are used to that type of gameplay. For those who are not it is much like Reverse CTF. You start off and need to bring your intel into the enemies base.
Back story:
There isn't much of a back story with this one. I started it on April 24th and am putting in roughly 6 hours a day or more into mapping.
Revision History:
Alpha_4f1: (5-23-09) Public Release.
- nodraw texture
- func_prop items that should have been func_prop
- fixed round timer
Alpha_4: (5-19-09) Public Release.
Fixes/Changes:
- Fixed spawn door issue on blue side
- Fixed shooting through and changed startup doors
- Changed middle of the map
- Added time to return the flag. WAS 5 NOW 8
- Added items to under temple to promote use.
- Removed Spire on the side full path use
- Added stairs from the side towards intel
- changed startup from 1minute to 35 seconds
- Flags can no longer be picked up before round start.
- Better team coloring
- Redid ALL item placement
- Reduced and changed capture area.
- Demoman now has a much harder time to SJ in
- Moved intel back a ways to prevent Scouts quick caping.
- Removed / Changed Invisible setup walls.
- Lots of clipping.
- Added / Changed right side building.
- Redid intel area to give more cover.
- Added ramps/ledges around intel area.
- Teams now have no_build in front of spawn rooms.
- Rebuilt the entire map
Still looking for help with:
- Announcer spam
- Pillar Models
- TF2 Model for center
Alpha_4: (5-7-09) (Not released yet)(Screenshots)
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Alpha_4: (5-4-09) (Not released yet)(Screenshots)
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Alpha_3: (4-30-09) First Public
- Shadows
- Fixed spawnroom visualizers
- Clipping
- removed 3d Skybox till i can put some work into it
- Cubemaps
- Setupd timer doors and clips.
Alpha_2: (4-29-09)
- Lightmaps
- Lighting
- Full Ceiling
- Brush Clean up
- Signs added
- Intel start area.
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Alpha_1: (Everything.. No?)
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