- May 24, 2009
- 491
- 244
cp_yettobenamed/cp_dusk IF YOU HAVE NAME IDEAS PLEASE LET ME KNOW :mellow:
This is my first map, a Dustbowl style attack/defense capture point map with 3 sections: 1 cp for the first, 1 cp for the second, and 2 cps for the third.
I have spent lots of time making sure it is up to standards (clipping, optimizing, lighting, and gameplay). I have built the cubemaps successfully even.
I know to most of you on TF2Maps this is no big accomplishment, but for me it is the first time I have done it all, and it is a major milestone.
I'm open to all comments and criticisms!
CHANGELOG:
Alpha1: First Submission
Alpha2: Increased capture times for balance, changed one underground area (less out of the way, more fun), and added in LOTS of signs to help direct players to capture points. Small edit: compressed to bz2.
Alpha3: Lots of fixes, including doors, some balance issues, and shortened some routes to improve the overall flow -Thanks to Magic Potato and RichT!
Alpha4: cosmetic upgrades
Alpha5: changed overly high-res displacements near red spawn in 2nd area to props, and MAJOR fix, crash fixed! (turns out it was related to the angles of an info_observer_cam)
Alpha6: added in a second cap point for the first area, did some more balancing, added more signage, and made it so that if you can't find your way around this map, it is a problem with your head... not with my map. Hope you guys enjoy
Alpha7: switched health/ammo locations up a little, and fixed one of the blue spawn doors not opening (why it stopped I have no freakin' clue...)
Alpha8: added in a train similar to that in cp_well in the back area, and gave red a better chance at defending cap 1-2. Also, by popular request, I added some more pillows.
Alpha 9: ADDED MOAR PILLOWS!! Other minor changes, including more balancing for the final point. Made the bottom of the deathpits in the second area pillows. Changed a little bit of scenery in first stage... and I think that's it, but I dunno.
Alpha 10: After more playtesting, I found that blue won the majority of the time, so I made lots of modifications, from layout to spawn times to overall game time to help red out without unbalancing it in the other direction. Also, I fixed all the train bugs (can't build on top, can't stop the train against a roof by standing on it).
Main point here is that there are more good sentry spots.
Alpha 11: more working on balance, and added in every change that people suggested. Also, I added something for blues to play with during setup... as to what that is, you'll just have to see for yourself
Alpha 12: not many changes, but this is going to be the gameday version and I had a handful of bugs to fix (and one pretty major exploit )
Alpha 13: fixed engineers being able to build in one corner of a spawn room, reworked the 3rd area a bit to improve the flow and change the way the battles pan out, added a small bit of water just for the hell of it, added a warning sound to the train (though it's short so still very dangerous ). Finally... I added an easter egg to pay homage to the pillows which will remain long after the pillows have gone.
Alpha 14/15: completely changed the layout of cp 3-1 and added some more goodies
Alpha 16: fixed a goodie, some small balance modifications
Alpha 17: completely reworked first stage, made some changes to 2nd area for balance (at least until I add the 2nd cap), and redid the blue spawn method for stage 3 (made it uniform with 1st and 2nd).
Alpha 18: Balanced 3-2, a little change on 2, and that's it (this was to make sure I have the best balance possible for gameday tomorrow).
Alpha 19: Gimmicks are gone, completely rebuilt area 2 from scratch
Alpha 20/21: Balancing for 2nd stage, small tweaks to stage 1, and rerouted the tunnel leading to 3-2 to be just a staircase leading up to the building rather than a tunnel. Also added in death pits for stages 2 and 3.
Alpha 22: Added in an additional route for blue, took out red's forward spawn, and found what caused the extreme unbalance for 2-1 (spawntimes). The reason I'm plowing through so many alphas is because I quite literally have nothing else to do (I'm taking one class during the summer, I'm away from my family, and none of my college friends are up here. I do not have a car or any method of transportation, nor any other form of entertainment outside my computer), so please don't kill me :unsure:.
This is the version for Gameday, Sunday, June 21, 2009.
Alpha 23: Redid the 2nd stage AGAIN, and boy, am I happy I redid it! I'm so much happier with this area than the other one I had cooked up. Minor changes to cap 1-1
Alpha 24: Balanced 2nd stage, rebuilt 1-2, annnnnnndd... added cave textures
Alpha 24a-b: D: pakrat & cubemaps
Alpha 25: Redid cap 1-2 again, MUCH better than the last one Made the stage 2 doors on blue spawn have a larger trigger area, added death pit signs around the death pits in stage 2, and made the grav-lift and sphere made of gold.
Alpha 26: Minor balance changes, Switched the tunnel leading to 1-2 to go around rather than under, and... this is going to blow some minds (mockers mostly)
This is my first map, a Dustbowl style attack/defense capture point map with 3 sections: 1 cp for the first, 1 cp for the second, and 2 cps for the third.
I have spent lots of time making sure it is up to standards (clipping, optimizing, lighting, and gameplay). I have built the cubemaps successfully even.
I know to most of you on TF2Maps this is no big accomplishment, but for me it is the first time I have done it all, and it is a major milestone.
I'm open to all comments and criticisms!
CHANGELOG:
Alpha1: First Submission
Alpha2: Increased capture times for balance, changed one underground area (less out of the way, more fun), and added in LOTS of signs to help direct players to capture points. Small edit: compressed to bz2.
Alpha3: Lots of fixes, including doors, some balance issues, and shortened some routes to improve the overall flow -Thanks to Magic Potato and RichT!
Alpha4: cosmetic upgrades
Alpha5: changed overly high-res displacements near red spawn in 2nd area to props, and MAJOR fix, crash fixed! (turns out it was related to the angles of an info_observer_cam)
Alpha6: added in a second cap point for the first area, did some more balancing, added more signage, and made it so that if you can't find your way around this map, it is a problem with your head... not with my map. Hope you guys enjoy
Alpha7: switched health/ammo locations up a little, and fixed one of the blue spawn doors not opening (why it stopped I have no freakin' clue...)
Alpha8: added in a train similar to that in cp_well in the back area, and gave red a better chance at defending cap 1-2. Also, by popular request, I added some more pillows.
Alpha 9: ADDED MOAR PILLOWS!! Other minor changes, including more balancing for the final point. Made the bottom of the deathpits in the second area pillows. Changed a little bit of scenery in first stage... and I think that's it, but I dunno.
Alpha 10: After more playtesting, I found that blue won the majority of the time, so I made lots of modifications, from layout to spawn times to overall game time to help red out without unbalancing it in the other direction. Also, I fixed all the train bugs (can't build on top, can't stop the train against a roof by standing on it).
Main point here is that there are more good sentry spots.
Alpha 11: more working on balance, and added in every change that people suggested. Also, I added something for blues to play with during setup... as to what that is, you'll just have to see for yourself
Alpha 12: not many changes, but this is going to be the gameday version and I had a handful of bugs to fix (and one pretty major exploit )
Alpha 13: fixed engineers being able to build in one corner of a spawn room, reworked the 3rd area a bit to improve the flow and change the way the battles pan out, added a small bit of water just for the hell of it, added a warning sound to the train (though it's short so still very dangerous ). Finally... I added an easter egg to pay homage to the pillows which will remain long after the pillows have gone.
Alpha 14/15: completely changed the layout of cp 3-1 and added some more goodies
Alpha 16: fixed a goodie, some small balance modifications
Alpha 17: completely reworked first stage, made some changes to 2nd area for balance (at least until I add the 2nd cap), and redid the blue spawn method for stage 3 (made it uniform with 1st and 2nd).
Alpha 18: Balanced 3-2, a little change on 2, and that's it (this was to make sure I have the best balance possible for gameday tomorrow).
Alpha 19: Gimmicks are gone, completely rebuilt area 2 from scratch
Alpha 20/21: Balancing for 2nd stage, small tweaks to stage 1, and rerouted the tunnel leading to 3-2 to be just a staircase leading up to the building rather than a tunnel. Also added in death pits for stages 2 and 3.
Alpha 22: Added in an additional route for blue, took out red's forward spawn, and found what caused the extreme unbalance for 2-1 (spawntimes). The reason I'm plowing through so many alphas is because I quite literally have nothing else to do (I'm taking one class during the summer, I'm away from my family, and none of my college friends are up here. I do not have a car or any method of transportation, nor any other form of entertainment outside my computer), so please don't kill me :unsure:.
This is the version for Gameday, Sunday, June 21, 2009.
Alpha 23: Redid the 2nd stage AGAIN, and boy, am I happy I redid it! I'm so much happier with this area than the other one I had cooked up. Minor changes to cap 1-1
Alpha 24: Balanced 2nd stage, rebuilt 1-2, annnnnnndd... added cave textures
Alpha 24a-b: D: pakrat & cubemaps
Alpha 25: Redid cap 1-2 again, MUCH better than the last one Made the stage 2 doors on blue spawn have a larger trigger area, added death pit signs around the death pits in stage 2, and made the grav-lift and sphere made of gold.
Alpha 26: Minor balance changes, Switched the tunnel leading to 1-2 to go around rather than under, and... this is going to blow some minds (mockers mostly)
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