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  1. simon450

    simon450 L1: Registered

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  2. Viperi

    aa Viperi not actually a snek

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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.
     
  3. simon450

    simon450 L1: Registered

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  4. sooshey

    aa sooshey :3c

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    The theme reminds me of half life 1. I like it.
     
    • Agree Agree x 1
  5. simon450

    simon450 L1: Registered

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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...
     
  6. simon450

    simon450 L1: Registered

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    oops I messed up something with the logic_relay I thing maybe
    I'll fix it tomorrow
     
  7. simon450

    simon450 L1: Registered

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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...
     
  8. Vel0city

    aa Vel0city func_fish

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  9. simon450

    simon450 L1: Registered

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    thanks this will save me some time
     
  10. simon450

    simon450 L1: Registered

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    new in b8 :

    - performance improvement (mainly nodraw)

    if it wasn't for the replace option I would still be replacing textures
    (for the majority of the map my default texture was a dev texture)

    Read the rest of this update entry...
     
  11. simon450

    simon450 L1: Registered

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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
     
  12. sooshey

    aa sooshey :3c

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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.
     
    • Thanks Thanks x 1
    • Agree Agree x 1
  13. simon450

    simon450 L1: Registered

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    [​IMG]
     
    • Like Like x 1
  14. simon450

    simon450 L1: Registered

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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) ...
     
  15. simon450

    simon450 L1: Registered

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    it's up again but I lost support I'll also update the link
     
  16. simon450

    simon450 L1: Registered

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    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...
     
  17. simon450

    simon450 L1: Registered

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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?
     
  18. Nicky

    aa Nicky Lets try something new!

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    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.
     
    • Thanks Thanks x 1
  19. simon450

    simon450 L1: Registered

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    new in b10:
    - improved second half of the map
    - added something to the cave

    I did rush into beta
    I'll be working on a different map for a while
    i might update cavewater later

    Read the rest of this update entry...
     
  20. simon450

    simon450 L1: Registered

    Messages:
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    This download has been removed and is no longer available for download.
     
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