AlrexX [she/they]

eater of titty skittles
Server Staff
Jul 31, 2019
120
80
AlrexX submitted a new resource:

Downstream - Capture the Flag map set in a quiet forest creek.

Formerly koth_silvercreek, the map has been converted into CTF, since this was planned basically from the beginning and KOTH wasn't really working super well.

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AlrexX [she/they]

eater of titty skittles
Server Staff
Jul 31, 2019
120
80
AlrexX updated Downstream with a new update entry:

A6: KOTH is back!

New versions for both KOTH and CTF are ready! Might also make that new KOTF version I was thinking of doing, but that'll come in a future update.

Changes:
- Re-added KOTH logic, separated CTF and KOTH versions.
- Removed old sewers stairs and replaced with new set closer to intel room.
- Added basic 3D skybox.
- Fixed intel room blinds so they now open with a trigger instead of on touch.
- Fixed clipping on some roofs.

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AlrexX [she/they]

eater of titty skittles
Server Staff
Jul 31, 2019
120
80
AlrexX updated Downstream with a new update entry:

A7: Arena time!

So yeah, after some suggestions on a playtest I'm gonna try this map with the Arena gamemode, which is a mode I'm pretty unfamiliar with so don't be surprised if I fucked something up.

Changes:
- Removed pipes over back route to allow rocket jumping.
- Simplified rock formation near the front of spawn and added ammo pickup next to the health pickup.
- Rotated some rocks to widen the route to the bridge.
- Changed some brushes on the bridge to make jumping through the side less frustrating...

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AlrexX [she/they]

eater of titty skittles
Server Staff
Jul 31, 2019
120
80
AlrexX updated Downstream with a new update entry:

A8: Getting closer to Beta

New update for all variants of the map! I'm thinking next version will be the first beta version, since I'm already working on the last few buildings that are left completely blank, and from there all that's left is polishing, finishing up the visuals and optimizing.
I know working on detailing from the start wasn't the greatest idea, but honestly I might try this workflow again, lol. Not only is it a lot faster, it helps me stay motivated to see a full project the whole way...​

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AlrexX [she/they]

eater of titty skittles
Server Staff
Jul 31, 2019
120
80
AlrexX updated Downstream with a new update entry:

B1: Beta time!

A new update is here! This time the changes have been exclusively visual, besides a few minor fixes. However, this does officially mark the beginning of the Beta stage, since the layout is at a point where I'm happy with how it works for each different gamemode.

Changes:
- Added Stiffy360's Aspen Trees, which I'm super happy with. They really bring the whole forest together! If you wanna use them too you can find them...​

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AlrexX [she/they]

eater of titty skittles
Server Staff
Jul 31, 2019
120
80
AlrexX updated Downstream with a new update entry:

B2: Optimization & Beautification

Last version had some serious framerate issues, so I spent some time figuring out how optimization works. I think things have improved significantly, but there's still more room for improvement.

Changes:
- Added areaportals & prop fade.
- Unclipped & lowered roof on back route to allow jumping classes to go over it.
- Added some cables because why not.
- Changed VRAD settings for better lighting on static props and textures.

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AlrexX [she/they]

eater of titty skittles
Server Staff
Jul 31, 2019
120
80
AlrexX updated Downstream with a new update entry:

B4a: Focusing on CTF

Since this CTF version of the map is the most fun one to play, I've decided to put the bulk of my effort into it. This doesn't mean I'm leaving KOTH and Arena behind forever, but I'll update this version exclusively for a bit, just for the sake of my time.

Changes:
- Slight changes to the bridge to make the cover a bit more integrated into the structure.
- Replaced some fences with wooden walls to reduce visual noise and make the routes clearer.
- Added more of Stuffy360's trees to...

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AlrexX [she/they]

eater of titty skittles
Server Staff
Jul 31, 2019
120
80
AlrexX updated Downstream with a new update entry:

B5: Getting ready for RC

I think this map is reaching a point where I'm happy with how it plays and looks, so after a few final adjustments here and there I think it'll be ready for the release stage of development, which is super exciting!​

Changes:
- Enabled shot-clock mode for the flags, just to see how it goes.
- Added some arrows to indicate attack routes.
- General clipping and other minor tweaks.

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AlrexX [she/they]

eater of titty skittles
Server Staff
Jul 31, 2019
120
80
AlrexX [she/they] updated Downstream with a new update entry:

B6: Un-beautified but optimized

It is with great pain in my heart that I say this, I have cut the amount of props and clutter around the middle area to help with framerates and decrease the amount of visual clutter. Hopefully I won't have to butcher the map like this again anytime soon :(

Changes:
- Optimized middle and removed some props.
- Adjusted lighting and HDR settings.
- General clipping and other minor tweaks.​

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AlrexX [she/they]

eater of titty skittles
Server Staff
Jul 31, 2019
120
80
AlrexX [she/they] updated Downstream with a new update entry:

B9: Big gameplay changes and lots of micro-adjustments

Made a few changes to improve mobility inside each team's base and make both attacking and defending a bit more comfortable and dynamic. Mainly, I wanted to add a new connector near the intel room to help with rotations and flanking, so let's see how it goes. Hopefully I won't make too many more gameplay changes given how late in development the map is lol.
Changes:
- Added new corridor from resupply to intel where the cubby used to be.
- Shifted door into intel to the...

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AlrexX [she/they]

eater of titty skittles
Server Staff
Jul 31, 2019
120
80
AlrexX [she/they] updated Downstream with a new update entry:

RC1: The Final Sprint

Super excited to be almost done with the map! If you told me last year I would actually finish a TF2 map I'd think you were crazy, but here we are I guess. I'm really happy with how this project has turned out, and I'm looking forward to working on more TF2 related stuff in the future.​

Changes:
- Removed collisions on some rail props.
- Detailed wood roofs.
- Adjusted fade distances of some props.
- Added lore barrels (thanks Wendy...

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