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CTF Financial a10

That1Yoshi

L2: Junior Member
Apr 29, 2018
53
9
Hey! Just downloaded the map and I'm afraid to say that it's nothing but errors and missing textures. Thought I'd let you know.
 

Call_Me_Meme

L1: Registered
Apr 21, 2018
41
7
Call_Me_Meme updated Financial with a new update entry:

Version A3b (aka. I used the right CompilePal settings this time)

The "I finally fixed the stupid mistakes I made!" update.

Fixed the whole 'Red Team being trapped in their spawn' problem.

I had forgotten to change the drop downs in the settings for the lower Red Respawn Room, Func_RespawnroomVisualizer's and the filters for the doors.

I also realized that I had used the wrong CompilePal preset last time that didn't pack the map, and it should now finally include the cubemaps now.

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Call_Me_Meme

L1: Registered
Apr 21, 2018
41
7
Call_Me_Meme updated Financial with a new update entry:

Version A5 - Major Rework

I only just realized now when writing this that I skipped releasing version a4 (and I don't remember publicly testing it), though that was probably for the better. I've been working on and off this rework for the last while.
  • Pedestrianized the Middle area, alongside adding a new middle structure (that's more effective at blocking the previously horrific sniper sightlines)
  • Reworked 'Foyer' areas in the both teams bases, with a new, more direct path to the intel room
  • Made the...

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Call_Me_Meme

L1: Registered
Apr 21, 2018
41
7
Call_Me_Meme updated Financial with a new update entry:

Version A6: A few improvements (and hopefully fewer stalemates)

Screenshot_20230205_221817.png

  • Increased the initial round timer from 5 minutes to 10 minutes (should hopefully result in less stalemates)
  • Added new one-way door infront of the upper spawn exits to hopefully reduce spawncamping
  • Added new exit from lower spawnroom to directly to the Subway area
  • Less harsher lighting overall, especially the HDR lighting in the vents
  • Reworked vents to make them less maze-like. All basement vents now connect to a central...

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Call_Me_Meme

L1: Registered
Apr 21, 2018
41
7
Call_Me_Meme updated Financial with a new update entry:

Version A7: Tweaks and some Despaghettification

It's been a while since the last update (thanks to a mix of uni work, life, and just not having much motivation for mapping and just needing some time to think).

Screenshot 2023-04-22 220543.png


Changes:
  • Replaced left elevator shaft drop-down - replaced with vent shared with the "Computer Room" next to the intel room and concrete "janitor corridor"
    • removed now redundant upper walkway connecting the retired elevator...

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Call_Me_Meme

L1: Registered
Apr 21, 2018
41
7
Call_Me_Meme updated Financial with a new update entry:

Version A8: Layout changes

Time for another well overdue update
Screenshot 2023-06-29 223139.png


Changes:
  • Redesigned basement area
    • Replaced narrow ramp side path on left side (from outside mid entrance) of each team's base with a larger room with a clearer connection to the intel room
    • Computer room layout slightly tweaked with angled wall and one-way window
    • Underground vent base entrance room Upper Vent entrance removed and minor layout change
    • Maintenance corridor divided, removing...

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Call_Me_Meme

L1: Registered
Apr 21, 2018
41
7
Call_Me_Meme updated Financial with a new update entry:

Version A9

Changes:
  • Added scaffolding at front of each team's base
  • Moved Upper Spawn exit back and to the right.
  • Added One-Way gates to both Underground platforms to force player to go up to mid outside and prevent teams skipping most of the map to cap.
  • Removed Sentry NoBuild in middle of Underground area
  • Changed texture on monument doors to subway at mid to make them more clearly recognisable as doors.
  • Added Ramp to left-hand route elevator
  • Removed long corridor to dead end...

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Call_Me_Meme

L1: Registered
Apr 21, 2018
41
7
Call_Me_Meme updated Financial with a new update entry:

Version A10

Changes
  • Made Intel room larger
    • Added new back entrance to Intel room
  • Changed layout of area outside of Intel room
    • Open doorway straight to intel from lefthand side closed off, and the area has been merged with the computer room - the computer room door has been also widened
    • New 'U' route connecting to back Intel entrance
  • Vent drop-down spawn exit replaced by new spawn door on side.
  • The wall of crates at mid has been removed and...

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