Campania

KotH Campania A12

B!scuit

L4: Comfortable Member
Aug 12, 2016
195
266
Campania - Not koth_bananabay

Took the bridge from PL_Campania_A8 and reduced the propspam.
Also it's koth now

Asymmetrical A1 so A2 will (hopefully!) have the best of the two designs
 

B!scuit

L4: Comfortable Member
Aug 12, 2016
195
266
Now Symmetrical!

removed some railings
reduced full ammopacks to medium
added trigger_push to water to throw of the aim of scuba-diving snipers
reduced respawnwavetime to 5seconds each
removed capture point spawntime modifiers

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B!scuit

L4: Comfortable Member
Aug 12, 2016
195
266
last year I submitted pl_campania_a3 to the Christmas Gameday
(because I was too shy to join steam chat)
But now I'm staying up late on Christmas eve to release another A3
An A3 that is fun, an A3 that is fast, an A3 that is cute

this is campania_A3, 1 year later, under 50MB
Merry Christmas tf2maps, enjoi

changes:
moved spawn rooms back
flipped the map left/right in places
added a small lighthouse for snipers
removed some doors and things people got stuck on
widened some doorways and tracks
removed some railings

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phi

aa
Nov 6, 2011
832
1,815
Please remember to pack your custom content into your map properly before submitting to an imp. It was skipped + removed because the skybox was not properly packed.
 

B!scuit

L4: Comfortable Member
Aug 12, 2016
195
266
Ok, I'll be sure to reupload when I get back from NSW next week
 

Creeps

L1: Registered
Dec 25, 2017
2
7
Looks and plays preety well! If anything I would upscaling it a tiny bit as some of the interiors have rather low ceilings.
 

B!scuit

L4: Comfortable Member
Aug 12, 2016
195
266
the deep water is back
got rid of a nasty spawn to spawn sightline (the other one's still in tho)
changed some other stuff up
hopefully the skybox packed properly this time, for some reason sv_pure 2 shows no problems with a4

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B!scuit

L4: Comfortable Member
Aug 12, 2016
195
266
blocked sightlines (at the expense of fun jumps & added a massive chokepoint)
snipers now drown rapidly when they touch water deeper than 64 hu
changed skybox back to day
reduced train speed by 25%
fixed doors (again)
added another spawn exit on the top floor for each time
tweaked some railings
randomly shuffled health and ammo placement
confronted (ignored) doubts about having a layout that is really just a straight line full of fun jumps with some water on the side
considered ripping off hightower further but ripped off banana bay again instead

next update will likely take longer to produce, but then again I have lots of free time and bad ideas so maybe not

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B!scuit

L4: Comfortable Member
Aug 12, 2016
195
266
It's the right way up now, I promise.

+Added Train Doors
+Added Some Nasty Sightlines
+Added Detailing
+Added New Stairs
+Added AREA PORTALS

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B!scuit

L4: Comfortable Member
Aug 12, 2016
195
266
blue train is longer and less frequent
changed spawntimes
closed up lower route
replaced ocean with deathpit
removed crates by mid
added some tiny buildings near mid
added more stairs towards mid

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B!scuit

L4: Comfortable Member
Aug 12, 2016
195
266
Maybe I should take this map more seriously

changes:
- removed joke
+ added silly

In this update I'm trying to:
direct the fight to the point
keep sniper fun to play & play against
keep a bit of the deathmatch feel
reward teamwork

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B!scuit

L4: Comfortable Member
Aug 12, 2016
195
266
After A11 and a week away A12 is now symmetrical! (mostly)
Also cleaned up the control point (less pillars to get caught on)
Added a bunch of tiny palm trees (find them all!)
Pulled the Ocean in to give snipersubs less room to hide in
Cleaned up the shape of spawn (outdoors) to help rollouts
Fixed a bug where the blue train passed through doors

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