Edinbowl

PL Edinbowl b6b

Orangepumpkin7

L2: Junior Member
Nov 24, 2017
56
33
Edinbowl - A dusk, desert themed payload map.

A cliffside, desert-themed map taking place in the early hours of the morning.
 
Last edited:

Orangepumpkin7

L2: Junior Member
Nov 24, 2017
56
33
-Fixed some clipping issues
-Fixed "getting out of the map" exploit
-Added optimization around mid(should increase fps slightly)
-Mid-tower went through some art-passing
-Detailed a few other things
-Removed detail on certain buildings
-Adjusted the sun angle
-Made some areas more bot-friendly

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Orangepumpkin7

L2: Junior Member
Nov 24, 2017
56
33
-Completed art pass for some areas of the map, particularly outside of blu spawn
-Textured a lot of boring dev textures
-Improved Clipping
-Improved visibility around large objects with shadows
-Fixed some lighting bugs
-Removed some detail along the last point

Skybox hopefully coming soon!

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Orangepumpkin7

L2: Junior Member
Nov 24, 2017
56
33
-Completely art passed the "construction site"
-Fixed some clipping issues
-Fixed misaligned textures
-Added displacements along the back area, near the construction site
-Added lighting in the sewer
-Fixed clipping issues near and around mid

3D Skybox hopefully coming soon!

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Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
Has this ever been playtested with actual players? I keep seeing it getting art pass update after art pass update but I don't ever recall seeing it in a test on the TF2Maps server.
 

Orangepumpkin7

L2: Junior Member
Nov 24, 2017
56
33
Has this ever been playtested with actual players? I keep seeing it getting art pass update after art pass update but I don't ever recall seeing it in a test on the TF2Maps server.
When I started the map, I didn't know how to upload it to playtesting at the time, around when I started work on detail is when I found out you have to upload it through the discord. But I mean, I figured I already worked on it a lot, I'll just keep updating it.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
You really should stop detailing and test this with human players, it is not too late yet.
 

Orangepumpkin7

L2: Junior Member
Nov 24, 2017
56
33
Overall small gameplay update

-Moved locations of some pickups
-Added some new pickups around red
-Fixed a sightline
-Fixed a peek-like sightline
-Moved a wall back slightly
-Fixed lighting bugs
-Fixed a lot of clipping issues
-Fixed stuck spot
-Updated gameplay logic as to where blu has less time to cap the second point after capping first
-Fixed displacements around the map
-Added props near mid
-Removed cover for attacking blu around after mid
-Pushed some stairs back slightly to allow for more room to navigate

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Orangepumpkin7

L2: Junior Member
Nov 24, 2017
56
33
Beta 5

-Removed detail around last
-Improved detail around mid
-Removed dev textures at mid
-Blocked a peek sightline
-Added lights in some areas to improve visibility
-Improved clipping in some areas of the map, around wooden beams mostly
-Made mid a little more bot-friendly

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Orangepumpkin7

L2: Junior Member
Nov 24, 2017
56
33
-Textured previous dev texture work
-Completed mid
-Tweaked health and ammo locations
-Made the map more bot-friendly
-Put more detail around red spawn
-Removed detail around 2nd point
-Finished detail in 2nd point hallway

The Stage of the Map

The map is pretty close to completion at this point, only a certain few areas remain to be worked on. The only major thing that needs to be completed would be a 3D skybox, however, the map is already set up for the addition of it. All that's missing is the brushwork itself.

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Orangepumpkin7

L2: Junior Member
Nov 24, 2017
56
33
-Clipped off a certain spot around last
-Added more optimization
-Fixed a few major lighting bugs
-Added a fence around first, and generally more cover around mid, this is to prevent snipers from having too much of an advantage over the flow of the area
-Added a shutter door that way it's harder for defending snipers to camp a flank route
-Cleared all dev textures on the map

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A Ninja

L1: Registered
Nov 21, 2014
28
4
Not sure if this map is still in development, but I tried it out on a full 32 player server the other week, and while it played well (the aesthetic was very well received), quite a few players complained about significant FPS drop, particularly around the last area. I'd love to see this map continuing development!