Frostkeep

Frostkeep pa2v9

Pigzit

L2: Junior Member
Aug 2, 2017
68
24
Frostkeep 72hr - Uploading for credit incase I run out of time- playable BSP will come later

Map is currently unfinished- spent too much time detailing and haven't placed forward spawns or the blue side of the map- post 72hr BSP with functional gamemode will be posted in a few hours!

5cp map in the Rottenburg theme taking place across 2 walled cities fighting for a no-man's-land territory.
 

Pigzit

L2: Junior Member
Aug 2, 2017
68
24
Added the other half of the map, all spawns seem to be working. Map version pa2v7 is a fast compile with missing dynamics.
To-do list:
- Make portcullis' open and close as points are captured
- Enable and disable spawn rooms as points are captured
- Teleports to new spawns from old spawns when changed
- Revise middle
- Deathpit terrain
- Clip all stairs
- Change point capture durations
- Divide terrain for future displacements
- Pack custom content
- Full lighting compile

Read the rest of this update entry...
 

Pigzit

L2: Junior Member
Aug 2, 2017
68
24
Pigzit updated Frostkeep 72hr with a new update entry:

Pre-beta reworks and fixins

For some reason I kept the filenames of this map in PA (pre alpha) but once I get the map to a state I'd deem "beta" I'll change that. Major changes in version 9 are as follows:
- Entirely redesigned middle
- Shifted cover across B and A
- Reworked forward spawns and spawnroom routes
- Higher walls in cities are clipped off
- Bridge leading out of map into future 3d skybox
- Water and killzones outside the play area below the cliff edges
- Textures applied to many simple surfaces and shapely...

Read the rest of this update entry...
 

Pigzit

L2: Junior Member
Aug 2, 2017
68
24
Seems like tf_logic_medieval isn't in the map. Also some textures/props are missing (checkerboards/ERRORS)
Thanks for the heads up- I thought for sure I packed that version of the map but must've screwed up somewhere. And as for the tf_logic_medieval, I meant for this map to be a regular 5cp map using the Rottenburg-Degrootkeep theme, not in medieval mode. It's confusing given the style its in, but Rottenburg itself is in the medieval theme, while retaining modern weapons (though you could argue that's because those weapons are mandatory for the gamemode its in.) Either way, do you think its reasonable to make a castle themed map that is not in medieval mode? And what I could do besides changing the theme to make it clearer this map isn't supposed to be in medieval mode?