PLR Caldera A6

Coming back to my first project, Caldera

  1. Requiem

    Requiem L1: Registered

    Messages:
    33
    Positive Ratings:
    8
    Hey guys. This is my first released map, I think I have made a vast improvement in a2 over a1, I hope you guys like it :)

    Got the pictures to work now(apologize for the bad quality)

    Special thanks to Norfolk Terrier, for making the custom graffiti.

    Special thanks to the TF2 mapper's community for helping me to get this to work.

    And I must thank all the people who helped me test his map.
     
    Last edited: Jun 17, 2015
  2. killohurtz

    aa killohurtz Distinction in Applied Carving

    Messages:
    998
    Positive Ratings:
    1,135
    Even for an alpha map, you should always have some kind of tracks laid down so we can see where the cart is supposed to go. They don't need to be complete; just spaced out pieces along the path will suffice.
     
    • Thanks Thanks x 1
  3. Bunbun

    aa Bunbun Gay sex slave

    Messages:
    403
    Positive Ratings:
    569
    Or just orange dev textures placed on the route.
     
  4. Freyja

    aa Freyja ¯\_(ツ)_/¯

    Messages:
    2,818
    Positive Ratings:
    4,660
    Map name is already taken by an old map, if that bothers you.
     
    • Thanks Thanks x 1
  5. radarhead

    aa radarhead Hands out ratings like cheap cigars

    Messages:
    1,002
    Positive Ratings:
    533
    Although, that map seems to have never made it past beta since 2009. I'm sure the original author won't mind.
     
  6. Requiem

    Requiem L1: Registered

    Messages:
    33
    Positive Ratings:
    8
    I already saw that, That is one of the reasons I switched to the PLR gamemode. Thanks for pointing it out, however

    I'll add that to my list of things to add in a3.

    Currently what I have on my list:
    -track
    -better lighting
    -reworking health and ammo points
    -adding 2 more ways to get onto the top terrace
    -fixing the off grid roofs
     
    Last edited: Mar 29, 2015
  7. Requiem

    Requiem L1: Registered

    Messages:
    33
    Positive Ratings:
    8
    ALPHA 3 RELEASED
    -2 new buildings
    -added track
    -re-added health and ammo kits
    - (hopefully) Fixed the of grid roofs.
     
  8. Requiem

    Requiem L1: Registered

    Messages:
    33
    Positive Ratings:
    8
    ALPHA 4 RELEASED
    - widened cart path in some areas
    - changed spawns slightly
    - changed some health kits.
    - made the map brighter.
     
  9. Requiem

    Requiem L1: Registered

    Messages:
    33
    Positive Ratings:
    8
  10. Prestige

    aa Prestige im not gay anymore

    Messages:
    1,769
    Positive Ratings:
    1,517
    i enjoyed this map a lot. the idea is simple and solid and well-executed enough to where i had fun. however, i hardly ever used the "flank" where the finale is- there really wasnt a lot going on to make it useful. it was also hard to know which direction was which. perhaps a sign that says "cart start" and a sign that says "cart end"

    I also think you could do something really cool with the finale like an elevator tower or something as the layout gives you a fair amount of freedom.
     
  11. Corvatile

    aa Corvatile exercise cawtion

    Messages:
    353
    Positive Ratings:
    934
    I'm kind of jealous about how fun this map is already. :p
     
    • Thanks Thanks x 1
  12. Requiem

    Requiem L1: Registered

    Messages:
    33
    Positive Ratings:
    8
    ALPHA 5 RELEASED
    -added lava at the bottom of the crater (because why not?)
    -Added complete cart path
    -Did an atmosphere pass
    -Some small texture/lighting fixes
     
  13. Requiem

    Requiem L1: Registered

    Messages:
    33
    Positive Ratings:
    8
    ALPHA 6 RELEASED
    -Major texturing pass
    -fixed track shadows
    -boarded up some windows to give more cover
    -fixed an issue with the rollzones crashing the game