Backwoods

Drexen

L2: Junior Member
Dec 16, 2008
87
15
Pictures of stage 2 and 3 alpha 3 now out!

alphastage2a.jpg


alphastage3a.jpg


Thanks for everyone who came to the gameday on friday :laugh:
 

Drexen

L2: Junior Member
Dec 16, 2008
87
15
Alpha 4 is now released! Check out the map and the new pics.

Please report any problems
 

Tyker

L5: Dapper Member
Jun 1, 2009
232
142
First screenshot: Missing some walls? If it was intended, how does the roof stay up?
Second and third: The fence and the struts appear and disappear on a really close range.

Also, but you probably heard this alot, the second stage was really dark. First stage looked great though
 

Cinnamon Whirl

L1: Registered
May 9, 2008
34
6
Ist stage (I think): carts are quite close. I rushed as pyro (thats all I can do), and got some hits. The other team didnt know I was there - perhaps you should make the little tunnel more obvious? Signs, etc, as a warning.

2nd stage: setup door(s) weren't working? teams could attack before cart could move.
 

Drexen

L2: Junior Member
Dec 16, 2008
87
15
Reply to tHat Guy:

1st pic: that is still to be detailed and yes i will put in beams across the underside of the roof. I am going to keep that hole aswell.

2/3 pic: i noticed this when i was playing, i think it is because i accidentaly used a hl2 fence texture instead of the tf2 chicken wire texture. That has been fixed.

2nd stage will be lit up (hopefuly by natural sunlight) but i will also add some spot lights.
in other versions of that the ground of stage 2 was light up nice, it must have been something i've added.

Reply to Cinnamon Whirl:

the corridors on the first stage have all been lit up (along with the whole stage) so hopefuly this made it easier to see all the routes.

Also, i have never had set up doors for stage 2 (silly me forgetting to put them in :mad: ), but to fix this i have removed (changed it to 1 second) the set up time for the whole game, and the set up doors have been removed along with that change.

Finaly, stage 1 is small because i wanted it to be the fastest most action packed round. stage 2 is bigger and it has a lot more corridors/halls (i have added more since a4) to allow more strategy, and lastly stage 3 is the biggest and takes the most time to capture (should do) because the final caps are up a hill and right infront of the enemy spawns.


Thanks for all the advice tho!

Drexen



edit: also, sorry for stage 2 not working, i'll look into this problem.