Dauphin - ctf_dauphin It's been a long time coming, but here's stage 1 of ctf_dauphin. The final map will feature 3 full stages but I'm going to test this one stage first.
This is a very interesting spin on A/D and CTF... to be honest it reminds me of TFC's A/D but it is a good map so far!
New Version - ad_dauphin_a2_s1 -New Prefix, AD -Widened tunnel doorway -New area in blue spawn -Changed red respawn times -Fixed HDR -Altered tunnels at A -Added three boxes to B -Added timeout chair It was a pretty good time
Here's the new version of dauphin. It's going to be a pretty short lived version because there are some changes I need to make. Stage 2 coming soon: Read the rest of this update entry...
Here's ad_dauphin_a5_s1. It's still single stage, sorry! I'll add the changelog later. Read the rest of this update entry...
The roofs are all mostly accessible but it's not exactly obvious, considering they aren't on most maps. Maybe making it more prominent to the player is a good idea?
Hey! New version of dauphin! So many changes! I'm not even going to list them! Read the rest of this update entry...
New Dauphin is pretty, but few things to check: nothing supporting final point, looks pretty odd. http://steamcommunity.com/sharedfiles/filedetails/?id=749216160 couple of signs/lamps aren't player-clipped http://steamcommunity.com/sharedfiles/filedetails/?id=749216037 visible nodraw on this cover http://steamcommunity.com/sharedfiles/filedetails/?id=749215973 Otherwise: last seems a little open (but I haven't gotten to really play yet, hope to soon!)
Since the water kills you with trains, why not have some func_fish_pools with the skybox train model?
They were a failed experiment by the engineer. Before he could destroy them, they escaped into a drain. Now they hide in alpha maps with water and attack unwitting swimmers.
Actually, I like that better. They were still created to hide in alpha maps the attack unwitting swimmers. Unfortunately once a map goes into beta, almost all the bugs in a map are removed and they have to move on to another suitable habitat.
Hello, there's a second stage now! Code: Changelog: +added stage 2 +added pizza -removed stage 1 temporarily A big thank you to everyone who supported me along the way. Read the rest of this update entry...
Code: id_dauphin_s2_a2 changelog: +Announcer voicelines now working +Initial intel spawnpoint moved +C & D captimes raised +Spawntimes adjusted for both teams +Fixed exploit where you could shoot through the sides of the grate door +Main route now closes off after C is captured +Windows at D shifted to perpendicular wall +More railings at D +Blocked sightlines in areas +Many pickup placement changes / adjustments +Small layout alterations Read the rest of this update entry...
Thanks to kubeking for giving me some preliminary feedback on this version Code: Changelog +waterfall +health pack adjustments +one way door moved to second level +new doorway in flank +new blue spawn exit +miscellaneous changes Read the rest of this update entry...