zig

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Payload Zig

pl_zig_z2(a) out now!

Change log:

*Fixed players being trapped in spawns after payload captures
*Model smoothing (very pretty)
*Addition of items in the 3-D Skybox
*Removed sniper windows and replaced with substitute landings
*Added alternate route to D for C (and vice-versa)
*Rebuilt payload cart + plus new improved skins! (see screenshots below)
*Fixed invisible walls (my mistake of flag settings on doors! Sorry folks)
*More player clipping for smooth gliding action
*New capture track model (WIP)
*Addition of nobuild to keep players from perching buildings on pillar tops
*Improved respawn timers
*Improved round times!
*Improved info cameras

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I won't say much, other than I wasn't ever satisfied with what I did with zig, so I attacked it again, changed nearly everything.

Small, 22 mb bzipped.

The gameplay, performance and visuals of this map should speak for themselves. I didn't get too great of a response from my gaming community, and that bummed me out. But anyway, without further hesitation, here you go.

Contact Me:

Alex Kreeger
Kreeger242@Missouristate.edu

***************************************************************

New Zig layout plan:

DSCF2158.jpg


Actual layout:
z1.jpg


B9 (Old Layout):
b9.jpg


Additional route to/from C+D






New Cart Skins!





Promotional Screens:











 
Last edited:

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
haven't played it yet, but I see you've stepped closer to the TF2 art style with this version, looks purdy!:thumbup:
 

NovaSilisko

L42: Life, the Universe and Everything
aa
Feb 3, 2009
502
270
Belrgh. Can you please add smoothing groups to those models?
 

uma plata

L6: Sharp Member
Jan 20, 2009
294
93
Awesome

I like how you took all the separate elements from the previous version, and combined them in a way that unifies the theme throughout the map

I do miss the red tunnel, though

Also, I think the layout will be an improvement too, I just need to play it (missed the DS event today, dammit)

Nice, nice, very nice
 

Rootbeerz

L1: Registered
Mar 5, 2008
35
3
That looks awesome. Just curious, how long did it take for you to make that extensive map layout?
 

botboyx3

L1: Registered
May 24, 2009
20
0
I'm impressed with the look you created with all of those custom props, I'll have to add this to my "must try" list.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Also, I think the layout will be an improvement too, I just need to play it (missed the DS event today, dammit)

That event didn't go to well, lot's of negative nancys who just wanted to play stock maps...don't feel too bad, I was kinda fuming over it--all that work just to have some assholes ruin things. Catch it on gameday sunday?
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Belrgh. Can you please add smoothing groups to those models?

Update on that...I am using lightwave for my models and I discovered the third party smd export plugin correctly outputs smoothing groups...something I just assumed didn't work before. Thanks for pointing that out.
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
wow. it looks amazing, and I thought the previous version was stunning.

I'll definatly try and push this to be played at a lan I am going to today, and then post some feed back here for it.

epic work on the models thought :)
 

uma plata

L6: Sharp Member
Jan 20, 2009
294
93
That event didn't go to well, lot's of negative nancys who just wanted to play stock maps...don't feel too bad, I was kinda fuming over it--all that work just to have some assholes ruin things. Catch it on gameday sunday?

Fo sure

If I can wake up in time;)
 

drp

aa
Oct 25, 2007
2,273
2,628
i remember playing the version you submitted to the payload contest, it was always great fun and visually stunning. it doesnt fit the tf2 theme, but it works extremely well.
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Ran around it a bit.

Definitely liking the new layout and look.

Notice there's a bit of a FPS drop in the "mine" sections, but that'll probably clear up in future versions.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Notice there's a bit of a FPS drop in the "mine" sections, but that'll probably clear up in future versions.

It's more the second mine with the problems than the first...and that's bad because that's where cap C is... I plan to rework that section before I'm through.
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Durr.

I just three rounds of 12v12 of it, and forgot to record a demo.

If memory serves, offense went 1-2. First round was basically a victory march through as people were learning it. Second round I think Defense held out around the second point, and the final round D won at the final turn. There was a sentry spot up and to the right above the track at that corner that seemed to basically win the day.