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I'm looking for someone to help collaborate on making a layout for my Pyroland themed multi-stage payload map (Candyland), I'm currently iterating on the 1st stage, but I am struggling to come up with the layout for the next two stages.
This is an unexplored theme, and it is a huge undertaking...
3cp payload, with an alpine theme. tried experimenting with angles and stuff, while putting an emphasis on having the geometry get more chaotic as blu progresses towards last.
custom models and stuff (owo pumpkin, skinny trees, fixed granary skybox) by tumby
A map that pass around a small factory in the middle of the desert.
The map still on beta so some parts of the map still missing some details.
The things that still missing are:
*3D skybox
*some details in some enviroments
*some cliping
Im accpeting any suggestion to improve the map...
Stage 1 of Snowdrop, a Multi-Stage Payload map where Blu must fight their way up Red's Base deep in the freezing cold mountains of... New Mexico?
Wherever it is, Blu thinks its important enough to send their best mercs out there to blow it up.
Since this is a Multi-Stage map, the different...
I came up with this map layout idea while bored as hell at work. The idea for the theming came about as one of ArraySeven's old discarded ideas:
In my idea, I made it into a small Tug of War Payload map instead of a traditional one. And yeah, I know that choosing an unconventional gamemode...
Ionize is a 4 point payload map in which blu needs to destroy a vital uranium stockpile by going past bridges, freight elevators, and giant locked blast-doors with radioactive warnings on them.
This was primarily a payload logic test map, and is my first functional payload map.
(The white...
Hey,
I want to make it so that any Red Member, who is still in the first Spawn, gets teleported to Spawn 2 after CP1 gets captured.
But I dont know with what Trigger Command I can do this.
Thanks in advance
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