Colliery

CP Colliery A11a

TheNotoriousTEK

L1: Registered
Jul 18, 2014
37
2
Last edited:

TheNotoriousTEK

L1: Registered
Jul 18, 2014
37
2
Changelog:

-Added a medium health/ammo pack near the right BLU exit
-Moved the medium health/ammo pack in the upper control room to behind the center computer console and changed it to fulls
-Made the lights in the right hallway not solid
-Changed some of the lighting
-Changed some textures
-Other small details

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TheNotoriousTEK

L1: Registered
Jul 18, 2014
37
2
Quick update!

-Added a full ammo and health pack in the lower control room
-Moved the full ammo and health packs in the upper control room to the other side of the computer island
-Changed the doorway from the lower control room to the pit
-Increased RED respawn times
-Disabled engineers from building on top of the shipping containers
-Made the window in the right hallway smaller
-Made the caverns dimmer

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TheNotoriousTEK

L1: Registered
Jul 18, 2014
37
2
Big changes...

-Removed the right hallway route
-Replaced said hallway with a ramp leading up to a new balcony overlooking the rocket room
-Added another route to the balcony in the left flank route

2015-12-27_00003.jpg
2015-12-27_00002.jpg

2015-12-27_00001.jpg


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TheNotoriousTEK

L1: Registered
Jul 18, 2014
37
2
Thank you to everyone who participated in the gameday to help test and give feedback!

BIG CHANGES!

Major changes:
-The lower left exit for BLU has been raised to meet the ledge that overlooks the first cave area.
-Point B is now an elevator! When BLU starts to cap, it will raise until it reaches the top.
-The alcove that was below the point originally is now gone, and the pickups have been moved to under the stairs (they are also small/small now under both stairs)
-Credit to PyroDevil for helping me figure out how to do the elevator​
-The RED spawn exits have been changed to be less spawn-campy.
-A one-way door has been put at the entrance of the right hallway to prevent sneaky people from back-capping B
-Some of the flank routes have been closed off to prevent said back-cappers (these open after A is capped)

Other changes:
-Made it brighter in the caves
-Moved a few pickups
-Changed the cap times and respawn times
-Added a few textures
-Minor detailing
-Added another resupply "locker" closer to the BLU spawn exit.
-Added a cool door at the top of the cave entrance
-Other crap I can't remember

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Last edited:

TheNotoriousTEK

L1: Registered
Jul 18, 2014
37
2
-Removed elevator for last point. Couldn't get it to work properly, so the point will just stay at the bottom.
-Elevated the one-way door in the right hallway
-Redid the BLU forward spawn to fit the mining theme better
-Changed the skybox texture (credit to DaBeatzProject for making this texture)

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TheNotoriousTEK

L1: Registered
Jul 18, 2014
37
2
Last edited:

zahndah

professional letter
aa
Jul 4, 2015
721
642
Don't forget to download the custom skybox texture!

People dont want to download the texture manually before an imp, if you were to submit this you would get alot of '!fb missing skybox' so what you should do instead is pack the content into your map so it is automatically downloaded with the map when people join the game.

Here is a guide: http://tf2maps.net/threads/vide-a-how-to.21661/
 

TheNotoriousTEK

L1: Registered
Jul 18, 2014
37
2
"Most likely the last alpha update"

Nope I lied

Changes:
-Removed the right hallway completely
-Removed the left entrance to the balcony
-Extended the left hallway to the back of the upper control room
-Extended the computer island to give more cover
-Changed the lower control room into a corridor
-Added a little alcove for people to duck in the lower corridor
-Made it so people can shoot through the railings properly
-Slightly increased the cap time for B
-Decreased RED spawn times
-Added markers for where pickups spawn
-Moved around some pickups
-Added some more signage

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