CP cp_cavewater [Deleted]

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simon450

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Mar 7, 2016
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cp_cavewater - attack/defense

2016-03-06_00008.jpg
 

Viemärirotta

sniffer
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Feb 5, 2016
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Pictures tell us something, but not enough honestly. Can't we have a proper description of the map, than just a screenshot.
 

simon450

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Mar 7, 2016
43
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new in b6 :

- fixed reflection cube maps
I uploaded cp_cavewater from the map it was made in
not Steam\steamapps\common\Team Fortress 2\tf\maps
I think this will fix it please let me know if it still doesn't work
( and or tell me how to fix it)

- fixed game logic

- made game logic easier to maintain

- fixed minor overlapping of textures

Read the rest of this update entry...
 

simon450

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Mar 7, 2016
43
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oops I messed up something with the logic_relay I thing maybe
I'll fix it tomorrow
 

simon450

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Mar 7, 2016
43
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This map needs to be tested.
I am new to this site,community and mapping in general.
Before I polish this map I need to know if it works.
(I have no idea how to get it tested but I'll look into it)

new in b7 :

- fixed logic that broke in b6 (one flank route was inaccessible)

- fixed minor texture problem

- minor lighting improvement

Read the rest of this update entry...
 

simon450

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Mar 7, 2016
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So the first play test on my first map went as well as I thought …

I made a TODO list however I don’t know if I should release a new version after I say fix the sight line
Or after everything is done
 

sooshey

:3c
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Jan 7, 2015
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Make all the changes you want to make before releasing a new version, no rush. The more difference there is between your versions, the less stale your map testing will be. People want to see changes and improvements made, not to test the same areas over and over again.
 

simon450

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Mar 7, 2016
43
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oops while deleting my old badly made portal 2 maps of of the workshop I accidentally also deleted cp_cavewater (workshop version) ...
 

simon450

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Mar 7, 2016
43
2
new in b9:
- fixed the door triggers
- added a building at cp A
- improved vent
- reworked the left flank route
- the tunnel was to plain
- the route where you had to crouch is redesigned
- changed location of drop down at cp B
- made a way for a demoman to counter a “silly sentry spot”
- better lighting
- fixed water / glass
- Added info_observer_point
- cp B now changes model on cap
(I made all the logic manually so something like this was bound to happen)

Read the rest of this update entry...
 

simon450

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Mar 7, 2016
43
2
I still can’t belief that I blindly deleted everything on my workshop thinking it was all useless and only later realized I actually have something useful on there (cavewater)

anyway cp_cavewaters main purpose is for me to get better at mapping. I am willing to finish this map but I also could start from scratch. I mean the layout is basically a rectangle and it’s my first map. what should I do?
 

nickybakes

You should've played Rumbleverse
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Jul 28, 2015
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I still can’t belief that I blindly deleted everything on my workshop thinking it was all useless and only later realized I actually have something useful on there (cavewater)

anyway cp_cavewaters main purpose is for me to get better at mapping. I am willing to finish this map but I also could start from scratch. I mean the layout is basically a rectangle and it’s my first map. what should I do?
In my opinion you rushed into beta too quickly. Don't worry about staying in alpha (not really detailing) and just working on getting a super solid design/layout, testing every version that you release on the game days. Don't worry so much about textures, they can be dev textures in the alpha stage, just don't rush your map.
 
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