Camping Trip

Ian_Suffix

L1: Registered
Jan 3, 2009
27
3
Camping Trip (B7v3)

After much work, I've reached a beta 7 (version 2). And at the urging of some party(ies), I decided to change the map to match the alpine storm environment!

Visual upgrades are in store for future iterations. After 7 beta stages, Camping Trip has come a great distance and is not likely to change radically for a future iteration or the final release.

UPDATE 6/23: Now B7v3. More signs, less clipping problems.

Additional Screenshots:
 
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SuperNerd

L2: Junior Member
May 13, 2009
60
6
It looks to "real", not in the TF "cartoon" style
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
This is a great map...

We play it at the ville all the time. The weather and lighting is fine as far as I can tell from doing a quick run through. The map plays like a cross between 2fort and mach4. It's great fun! Thanks for the hard work and sticking with this map, Ian. I think it's more than ready to go up on next week's game day!
 

captainAngry

L420: High Member
Feb 1, 2009
434
247
I played this last night. I liked it but that's because I am a soldier.

The middle area was fun to put SGs in. The only problem that we really had was that unless you can rocket jump/demo jump or jump over the wall right next to the teams spawn, there is really only one way to go into the intel room. It also took people a while to figure out that you had to walk all the way around your building to get to the middle of the map.



 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
It also took people a while to figure out that you had to walk all the way around your building to get to the middle of the map.

For me, that's the part I like the least about the map.

I like to spawn, mash W+mouse1 and be in the thick of it. Having to go out and around is weird to me.
 

Ian_Suffix

L1: Registered
Jan 3, 2009
27
3
Yeah, I'm all too aware of how irksome it is to march around the cabin to get to the bridge. Thus, an observant Engineer could build a teleporter to the side yard near the bridge with no risk of being hurt by building a teleporter exit underneath the fence.

About the gloominess: there's no avoiding it with the weather, here. However, the interiors of the cabins mostly look very friendly and inviting, with the exception of one "secret" staircase.

Incidentally, I have a B7v3 now which gives more directions and has less visual problems. I've uploaded it to replace B7v2.

EDIT: I just realized this, but I could indeed fix the gloominess by releasing two final versions: _sun and _rain. Sun would use the original alpine skybox/sky I was using. I should also note that the thumbnails make it appear darker than it really is. This is how the map used to look.
 
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l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
Captain Angry should win Good Samaritan of the year with all the awesome map rating info.
 

Ian_Suffix

L1: Registered
Jan 3, 2009
27
3
Captain Angry, thank you very much! You have increased my determination to resolve recent problems that have shown up in B7v3.

For B8, I intend to add another one-way route that leads from a man-hole all the way to the door that says "Authorized Personnel Only" or summat in the Intelligence room. This will offer two ways to get to the Intel room to complement the two ways that exit it, as well as offer two entrances with equal priority.

Originally, that vent was a two-way entrance, but it was by far the only entrance people chose because it was so quick and relatively safe. Hopefully, no problems will arise from the new entrance, and the finish line will be seen upon testing of B8. I would really like to finish a good CTF map and get back to my L4D maps.