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  1. SmallBiscuit

    SmallBiscuit L7: Fancy Member

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    Koth_PumpStation - Will the station fall? or will you win, and keep the station standing?

    When red decides they want to win this war, they send nine mercs undercover into all four of blu's oil pumping stations. when the other three stations have fallen, the final station grows nervous. they start turning on each other, forming groups with each other, until ultimately, only two teams remain in the factory. but who is red? and who is blu? will the station fall? its up to you.

    ctf_PumpStations is a fun, small capture the flag map. set in the frontline theme, youll be sure to have lots of fun while playing this map.

    The map is set around what i like to call the turbine formula... (I made it up, dont kill me) a small courtyard in the middle with three exits leading off to the flag, and one also touching the spawnroom. although, my map throws in a twist, with a one way door, causing players to have to navigate around it, and also manages to close out on of the paths. Hopefully this helps tackle the stalematey nature of CTF maps...
     
  2. Not You

    Not You L3: Member

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    This map seems to be fullbright. Add some lighting
     
  3. SmallBiscuit

    SmallBiscuit L7: Fancy Member

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    That's coming in A2 - A3. just depends on when i get around to it. I usually leave that until late in development so that i can get the more crucial things done first.
     
  4. killohurtz

    aa killohurtz Distinction in Applied Carving

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    Just know that lighting, however basic it may be, is a requirement for a map to be tested on our servers. Consider it "crucial" if you want to test it ASAP.
     
  5. SmallBiscuit

    SmallBiscuit L7: Fancy Member

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    I'm not looking to get it tested at this very moment. I'm going to work out the major things, set up the lighting, and then test it. and also, i'm currently working out a way to put lighting in for A2...
     
  6. The Siphon

    The Siphon L6: Sharp Member

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    Add more screenshots when possible, so we can see bit better how the map looks so far.
     
  7. ExtraCheesyPie

    ExtraCheesyPie L7: Fancy Member

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    Why is the map named Koth_PumpStation if its a ctf map?
     
  8. ExtraCheesyPie

    ExtraCheesyPie L7: Fancy Member

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    To be honest im not entirely sure why you would upload it right now. Speaking frankly people will not dowload it if its clearly a fullbright map (not that a lot of people even download maps in the first place), so its unlikely you would get any meaningful feedback.

    Wouldn't it be a better idea to just work on it on your own and release internal updates, and upload the map once its at the stage of being playable ( with lighting)?
     
  9. SmallBiscuit

    SmallBiscuit L7: Fancy Member

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    I already added lighting to A2, gonna upload it here later today...
    Dang it! I usually make koth maps, so I put that out of habit... Fixed though!
     
  10. SmallBiscuit

    SmallBiscuit L7: Fancy Member

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    Changelog:

    Huge overhaul in lighting

    cover while on the raised platforms

    changed flag room a bit so that you dont have to crouch jump to grab the intel

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

    SmallBiscuit L7: Fancy Member

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    Literally every concern has been adressed in A2. please give me more concerns so that i can fix them!
     
  12. SmallBiscuit

    SmallBiscuit L7: Fancy Member

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    Changelog

    Flipped the flag room to accommodate for:

    added a back passage to get too the flag, and removed the slightly overpowered lower route

    kept the awesome scout route throughout this update that could have wound up deleting it.

    Read the rest of this update entry...
     
  13. JKTwice

    JKTwice L1: Registered

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    I've found you can place a sentry on top of the intel. It also covers the entire room as well
     
  14. SmallBiscuit

    SmallBiscuit L7: Fancy Member

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    Thank you for the infotmation! i had no idea!
     
  15. SmallBiscuit

    SmallBiscuit L7: Fancy Member

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    Changelog!

    Added overlays to show where pickups are on the map

    changed a few things to func_detail

    made everything you cant see nodraw

    Fixed a bug where you could build a sentry ontop of the intel

    Read the rest of this update entry...
     
  16. SmallBiscuit

    SmallBiscuit L7: Fancy Member

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    in this magnificent update, i spent 30 minutes trying to figure out areaportals, before giving up. i decided i would add water, but couldn't get the reflections quite right. so i did away with the reflections after half an hour of tinkering!
    oh, and i also added a pillar in the middle for the jumpers.

    Read the rest of this update entry...
     
  17. SmallBiscuit

    SmallBiscuit L7: Fancy Member

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    so, the gameplay is mostly final, so I have turned to my absolute favorite stage: BETA!!!!!
    Changelog
    -added a back room to the spawns
    -removed the water
    -added a small healthpack on top of the big storage silo in the middle
    -added the fact that the storage silo in the middle goes down for what seems like forever

    Read the rest of this update entry...
     
  18. SmallBiscuit

    SmallBiscuit L7: Fancy Member

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    So... i did a ton of stuff...

    CHANGELOG!

    -changed every single ramp into stairs
    -replaced the barriers on the bridge with a guardrail
    -added a few more storage silos in the middle of the map
    -a few changes to lighting
    -added a small room near the intel for more decoration and aesthetics
    -minor bug fixes


    Read the rest of this update entry...
     
  19. HolySnickerPuffs

    aa HolySnickerPuffs Bad at TF2, Loves Mapping For TF2

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    For a map in Beta it doesn't look very textured. Also, are you sure you ironed out all the kinks in the gameplay?
     
  20. SmallBiscuit

    SmallBiscuit L7: Fancy Member

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    I'm not 100% sure, but I'm pretty sure... and it's still in the beginning of beta... I'm planning on adding details, and then textures...
     
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