Boardwalk

CP Boardwalk a3

DoctorDoomtrain64

func_witch
Server Staff
Nov 26, 2012
121
155
cp_boardwalk - A 3CP A/D map that takes you through a seaside town and boardwalk

Blue team is itching to enjoy themselves on the boardwalk, but red is full of party poopers and want it all for themselves! Fight through the local seaside town towards the boardwalk and claim the rides and festivities for yourself! Just be careful not to get smacked by the roller coaster1

Special thanks to:

Diva Dan for the Roller Coaster prop and cardboard box pallets
3DNJ for the sand texture
Wareya for the brushwork library. Seriously, that saved me SO much time
The Frontline! team for the skybox and health/ammo patches
The people in the TF2Maps Discord for helping me with Hammer stuffs and for just being awesome in general
 

DoctorDoomtrain64

func_witch
Server Staff
Nov 26, 2012
121
155
Fixed some minor things

Added some extra lighting in Point B and the transition area between B and C
Updated some clipping in the area between B and C
Added a Do Not Enter texture to the door leading to A that disappears once A is capped and the door unlocks

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DoctorDoomtrain64

func_witch
Server Staff
Nov 26, 2012
121
155
Fixed some minor things

Added some extra lighting in Point B and the transition area between B and C
Updated some clipping in the area between B and C
Added a Do Not Enter texture to the door leading to A that disappears once A is capped and the door unlocks
Accidentally uploaded wrong file, this is the correct one

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DoctorDoomtrain64

func_witch
Server Staff
Nov 26, 2012
121
155
-Scaled down the areas around B and the area outside the building between B and C
-Filled dead space with props and brushwork, particularly the building in-between B and C
-Widened and lowered the bottom of the bridge that A rests on
-Adjusted the clipping of the fountain on A
-Built Cubemaps
-Removed the glass from one of the windows on the building overlooking A
-Added a door to the forward spawn area between A and B that closes and locks on one side once B is capped
-Moved the upper door in the forward spawn area to cut a sightline
-Labeled the control points and added some signs to prevent confusion with the layout
-Increased the height of the building above C to only allow jumping classes to access it
-Added lighted lamp post props around the map. For ambience!
-Fixed the triggers for the resupply lockers in Red’s last spawn room
-Adjusted various textures

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DoctorDoomtrain64

func_witch
Server Staff
Nov 26, 2012
121
155
-Scaled down the height of buildings from B through C
-Heavily cleaned up the underside of the map
-Made most non-visible textures nodraw
-Added a smidge of cover to C
-Overhauled lighting for the map in general
-Added Areaportals for slight optimization
-Made some minor layout changes, primarily around A and some of its surrounding buildings
-Added another flank towards A to hopefully combat a strong sentry spot
-Rebuilt cubemaps
-Added some basic soundscapes
-Filled out some areas a bit with props
-Added a ferris wheel, for funsies!

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