- Oct 25, 2007
- 75
- 1
Redirect to this thread here: http://forums.tf2maps.net/showthread.php?t=122
This is my second and more informed attempt at a TF2 map. It is much more fitting for a large amount of players. I used a signature technique for teleporting players to important places. Play the map to see it : )
If there's a server out there to test this out, I'd be there to try it.
FINAL Release:
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-Fixed HDR causing overbright floors.
-Added decorations.
-Optimized for performance.
-Only the other team can open your intel canister.
-Expanded capture zone out of the canister.
-Spread out the bars in the base's sniper nests, thus making it easier to aim without obstruction.
-Added some custom overlays to further clarify where things are and where you can go.
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BETA 3 Release:
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-More details and general beautification.
-Added more walls and junk to the center areas approaching the central sliding doors. This is too further bring snipers down to a more reasonable level. To expand on this, I added a small perch through which snipers from the enemy team may have a chance to best the snipers in the defending team's base.
-Reduced the time that the intelligence canister needs in order to open by half.
-Prevented engineers from building in or next to the intelligence canister. That was just annoying!
-The way that the doors work is much clearer to the players now - to the point where they may understand where they can and can't go at all times. I was irked profoundly at the confusion players had originally (but can I blame them?)
-Cubemaps have been generated, thus fixing the purple reflections.
-Soundscapes added.
-Trapdoors in teamspawn areas are now perfectly tuned to perfection.
-People shouldn't be getting stuck in doors. (A few people were complaining about getting stuck in the world in earlier playtests. After doing everything I possibly could to get stuck, I have determined that it is impossible. Which would explain why I never got to actually SEE these people get stuck. They obviously lied to bring me down. BUT I'M BACK UP AGAIN >
)
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BETA 2 Release:
------------------------------------------------------------------------
-Improved response of trapdoors under spawn area to prevent them from sticking.
-Converted ground in front of bases into more displacement terrain.
-Added one way doors (from out to in) to the long first floor hallways in the middle, thus making the 2nd floor of the middle the main convergence point.
-Various decorations added.
-Added lights to the middle building to improve visibilty.
-Added more obstacles in open areas to nerf snipers.
-Switched out some textures.
-Fleshed out the two middle first floor hallways to look more interesting.
------------------------------------------------------------------------
Screenshots (Oldies, but goodies!):
This is my second and more informed attempt at a TF2 map. It is much more fitting for a large amount of players. I used a signature technique for teleporting players to important places. Play the map to see it : )
If there's a server out there to test this out, I'd be there to try it.
FINAL Release:
------------------------------------------------------------------------
-Fixed HDR causing overbright floors.
-Added decorations.
-Optimized for performance.
-Only the other team can open your intel canister.
-Expanded capture zone out of the canister.
-Spread out the bars in the base's sniper nests, thus making it easier to aim without obstruction.
-Added some custom overlays to further clarify where things are and where you can go.
------------------------------------------------------------------------
BETA 3 Release:
------------------------------------------------------------------------
-More details and general beautification.
-Added more walls and junk to the center areas approaching the central sliding doors. This is too further bring snipers down to a more reasonable level. To expand on this, I added a small perch through which snipers from the enemy team may have a chance to best the snipers in the defending team's base.
-Reduced the time that the intelligence canister needs in order to open by half.
-Prevented engineers from building in or next to the intelligence canister. That was just annoying!
-The way that the doors work is much clearer to the players now - to the point where they may understand where they can and can't go at all times. I was irked profoundly at the confusion players had originally (but can I blame them?)
-Cubemaps have been generated, thus fixing the purple reflections.
-Soundscapes added.
-Trapdoors in teamspawn areas are now perfectly tuned to perfection.
-People shouldn't be getting stuck in doors. (A few people were complaining about getting stuck in the world in earlier playtests. After doing everything I possibly could to get stuck, I have determined that it is impossible. Which would explain why I never got to actually SEE these people get stuck. They obviously lied to bring me down. BUT I'M BACK UP AGAIN >
------------------------------------------------------------------------
BETA 2 Release:
------------------------------------------------------------------------
-Improved response of trapdoors under spawn area to prevent them from sticking.
-Converted ground in front of bases into more displacement terrain.
-Added one way doors (from out to in) to the long first floor hallways in the middle, thus making the 2nd floor of the middle the main convergence point.
-Various decorations added.
-Added lights to the middle building to improve visibilty.
-Added more obstacles in open areas to nerf snipers.
-Switched out some textures.
-Fleshed out the two middle first floor hallways to look more interesting.
------------------------------------------------------------------------
Screenshots (Oldies, but goodies!):




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