I'm speechless. This is one of the most professional looking maps I've ever seen. I'm curious, what's your prop % at when you do a full compile?
I'm speechless. This is one of the most professional looking maps I've ever seen. I'm curious, what's your prop % at when you do a full compile?
I've been working on a Badlands remake of my own for a while now. Being the world's slowest mapper is not helping me either..
I'm considering not bothering now that I've seen some of the more recent screenshots of your map. To be honest, I wasn't expecting much from the first screenshots- it looked to much like a direct port, but now it seems to be shaping up a lot more.
On the other hand, I think what I've got is still a lot more TF2-like. I'd show some screenshots, but I havn't compiled anything yet.
What do you reckon? Is it worth me abanoning my map?
I'm always more of a fan when maps go the TF2 feel as opposed to the TFC feel... maybe you should post screenshots.
That said this map looks very good for what it's trying to achieve and I really look forward to playing it!:w00t:
Have you or anyone tried using the flag model that comes with TF2, instead of the Intel Briefcase?
no.
Personally, I wish they had MORE models that are not flags.
Capture the Prototype, Capture the data reel, capture the baby, ANYTHING besides CTF.
I've a quesiton for you, Buster Charlie: As you're probably aware (I hope!) the intel is dropped when entering a respawn room (touching the func_respawnroom). Seeing as the respawn and the capture point are one and the same in Badlands, what are you doing to address this?