CP cp_minery a12

This is a old timey map with 2007 style mapping ideas, based around the theme of dustbowl

  1. ϺΞΤЯΘΉλϺ

    ϺΞΤЯΘΉλϺ L3: Member

    Messages:
    126
    Positive Ratings:
    103
    yah a quick new update but just some fixes, plus I really want that overlay to be working XD

    changes/fixes

    -Fixed missing cubemaps
    -Fixed some floating props
    -Fixed bots getting stuck in places
    -Fixed bullet block
    -Fixed some clipping
    -Fixed the custom overlay
    -Added more pictures
    -updated pictures
    -packed in nav file
    -Added more signage
    -Fixed some optimization

    I believe that's it so I hope this is good even though its a small update. Hopefully I can get this map in the imp heh also I wanna say thanks to http://tf2maps.net/members/drsquishy.25882/ Dr squishy for taking the time and effort to go through my map and give me quality feed back. For that I will give a surprise next update heh

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  2. ϺΞΤЯΘΉλϺ

    ϺΞΤЯΘΉλϺ L3: Member

    Messages:
    126
    Positive Ratings:
    103
    Well This update is hopefully better. There no packed nav file atm since well I'm lazy xP but here are the changes

    changes/fixes

    -Added more optimization
    -Raised 2nd point, 2nd stage spawn door
    -Raised Fence surrounding the 2nd point, 2nd stage
    -Changed building levels
    -Added another spawn exit at 2nd point, 2nd stage
    -Fixed issue placing buildings in Red spawn 2nd stage
    -opened up area surrounding 2nd point, 1st stage
    -Fixed issue where bots trued to get through one way door
    -Added white tile on the death counter sign
    -Added more in depth details
    -Clipped more areas
    -Tweaked sun light
    -Change cap times on all caps
    -Added more time on cap on 1st point, 2nd stage
    -Added more detail near last point 1st stage
    -Blocked off way to top area near red spawn on first stage
    -Fixed some collision
    -Fixed some visleav issues
    -Added Better lighting in red spawn 2nd stage
    -Added more strong areas for blue in 1st stage, 2nd point

    Hope you guys enjoy heh

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  3. ϺΞΤЯΘΉλϺ

    ϺΞΤЯΘΉλϺ L3: Member

    Messages:
    126
    Positive Ratings:
    103
    Hello, Its been a long time. Well after 9 months in development, hope it was worth the wait. Cp_minery_a9 oh yah, well side note is that after this update. Im planning on updating the 2nd stage 2nd point of course after fixing any bugs with this version.

    Also bots will work better but worse at times so that's a thing, I hope you guys enjoy !!!

    Big Changes / Fixes
    -First Cp changed completely
    -Updated Pictures
    -2 New flank routes
    -Spawn Changed
    -New lighting mechanics
    -Bot helper support
    -Red spawn on first stage updated
    -Added Detail
    -Fixed Brush work
    -Updated Optimization
    -Some changes in 2nd stage
    -Raised clip roof in 1st stage
    -Fixed Clipping
    -Death Pit Deeper
    -Minor detail effects
    -Raised Roof in spawn
    -Fix Props not working
    -Made map more shiny (2007)
    -Increased water fall sound
    -Prop fade scale increased
    -Fixed doors opening at wrong times
    -Fixed getting stuck on the door
    -Fixed Block bullet
    -Added Cross Over Parts
    -Fixed Cub map shine

    There ya go hope you guys enjoy owo :0

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  4. Harritron

    Harritron L4: Comfortable Member

    Messages:
    164
    Positive Ratings:
    83
    Sorry I haven’t been around to test lately, but this map looks really, really good.

    All of the areas around the control points are balanced, and the overal aesthetics of the map work extremely well.

    I’ll take a look around tonight and see if I can get you some feedback.

    Keep up the great work!
     
    • Thanks Thanks x 1
  5. ϺΞΤЯΘΉλϺ

    ϺΞΤЯΘΉλϺ L3: Member

    Messages:
    126
    Positive Ratings:
    103
    Hey what's new or change, well lets see.

    -Added water in 2nd stage
    -Did a better compile for lighting
    -Fixed some lighting on props
    -All cap times have been reduced to 3 sec
    -Health and ammo completely changed for 1st point and around 2nd point
    -Added No build near mining shacks
    -Fixed clipping (being able to get out of the map)
    -Fixed some reflections
    -Ammo moved around
    -Fixed Bot placements
    -Fixed doors breaking
    -2nd stage drop from spawn has a new health pack and water at the bottom to stop fall damage
    -Fixed some props disappearing far away
    -Fixed some props being able to move
    -Lowered the color lighting
    -Added more spawn points for blue
    -Removed the one way and flipped the 2nd one way near first point on first stage
    -Made movement easier in the pit
    -Opened up one of the tunnel door ways
    -Allowed players to get onto one of the roofs
    -Lowered a few props
    -Lowered lighting in the tunnels
    -Added more detail
    -Added more breakable barrels ;>
    -Finally, Changed resupply locker location in red spawn on first stage

    Hope this update makes gameplay better as well how the map feels.

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  6. comradecommie

    comradecommie L3: Member

    Messages:
    138
    Positive Ratings:
    48
    mmm more breakable barrels.
    those were the best part of dustbowl.
     
    • Funny Funny x 1
  7. ϺΞΤЯΘΉλϺ

    ϺΞΤЯΘΉλϺ L3: Member

    Messages:
    126
    Positive Ratings:
    103
    well last small update for this map, next one is going to be big. Depending on how the playtest goes.

    Also First map I made with the new hammer so yay.

    -Increased all timers by 1 sec (except first point-3,4,5,6 sec for points in order)
    -Fixed Cube Maps(I hope)
    -Reduce lighting on Red spawn in first stage
    -Fixed props being in the wrong DXlevel
    -Added some new props in stage 2
    -Signs in red spawn change to blue when stage change
    -Added New sign texture
    -Fixed Some clipping
    -Reduce phys-explosion on lamp
    -Raised water level on drop down in stage 2
    -Fixed particles for waterfall in stage 2 not working at times
    -Tweaked HDR
    -Disabled Collison on some props
    -Added new entities for next big change
    -Fix players getting stuck on area
    -Fix some logic
    -Fix displacements not being aliened
    -Finally Tweaked bot navigation a bit

    Not a big update sadly, hopefully the next play test gives more to offer other than my plans for what is up next! oh yah, if anything breaks let me know.

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  8. comradecommie

    comradecommie L3: Member

    Messages:
    138
    Positive Ratings:
    48
    new hammer?
     
    • Agree Agree x 1
  9. DrSquishy

    aa DrSquishy ???

    Messages:
    1,085
    Positive Ratings:
    632
    • Thanks Thanks x 1
    • Like Like x 1
  10. ϺΞΤЯΘΉλϺ

    ϺΞΤЯΘΉλϺ L3: Member

    Messages:
    126
    Positive Ratings:
    103
    Oh boy these next few updates are gonna be big so yah.

    here we go

    -New 2nd point 2nd stage
    -Added forward spawn
    -Increased HDR
    -Added a ton of optimization
    -Fixed clipping
    -Changed some health pack and ammo packs
    -Updated pictures
    -Removed a one way door on 2nd point cap
    -Added 1 sec on cap times
    -Fixed navigation mesh
    -Finally got cubmaps fully working
    -Added block bullet in area
    -Fixed stickies not sticking on one of the platforms
    -Added a few more barrels
    -Some layout changes
    -Some visual changes
    -Some health and ammo disable after 1st point is captured
    -Added connectors for 3rd stage
    -Added 2 custom textures
    -Added a custom model
    -Fixed players getting stuck in some brushes
    -Fixed some light bleeding
    -Fixed wires
    -Made map had a more natural feel with dustbowl and hydro
    -Fixed some props clipping
    -Fixed some props fading to far away
    -Fix some bugs/exploits
    -Finally, added a little surprise near 2nd stage 2nd point

    I do have my own edited version of the nav. I didn't get to pak it in so here it is. On my drop box, hope that's alright x3 (https://www.dropbox.com/s/9fe9wafya2zp2jf/cp_minery_a12.nav?dl=1)

    Hope you enjoy this map, 5 days I stood up trying to fin it (with naps in between so lol)

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