Heaven

can this setting ( in terms of style and gameplay) exist in TF2?

  • yes it can

    Votes: 26 72.2%
  • only as a sniper heaven (bad gameplay)

    Votes: 1 2.8%
  • doestn fit (bad setting idea)

    Votes: 8 22.2%
  • not at all

    Votes: 1 2.8%

  • Total voters
    36
  • Poll closed .
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Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Have you fixed the main routes leading blu players to walk in front of red spawn exits ? It wasn't gamebraking but never really feels right.
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
Im modifying em, but all in all they are still there. just trying to fix choke points whne red didnt allow in the main D hall at all
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Okay, good luck and courage, I've known the 'neverending fix' of a last control point and didn't quite managed to get out of it.
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
Uriak, here you go :D

Still in-dev but you can see what im actually doing

heaven_b1_8.jpg


heaven_b1_9.jpg
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
http://forum.canardpc.com/showthread.php?p=2880589#post2880589

You may post in english, most of them will answer.

Well, a quick look raises a concern. I don't know if it's gonna happen this way, but I'm sure I don't want to leave my spawn just to find people posted on a room above the very door I'm going through. Just make sure the third passage does lead to the CP directly and not the space around the exits. I know I'm quite repeating myself, but spawn exit and fighting stages should be as distinct as possible, because countless issues arise otherwise.
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
i know,i know...just not sure how to move red spawn, if i do, red would have NO chances on defending B or C when one of this points is capped and red start spawning in point D spawn. i cant put it behind the last point

one more thing,pls ask them to post on english, or at least translate. if thats possible ofc
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
well..i got really few feedback on this one,but still making some notes
-some signs lack "A",so its so,etimes hard to get to the point A from redspawn#1
-bluspawn#2 exit to D is not obvious
-pointD needs work
-should make it easier for red to navidate between B and C when defending both
-should add more ammo\health near B for blu attackers
-small fixes,like nodraw near C and pipe in the skybox

anything else?
 

Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
cp_heaven_a70014.jpg

Weird glitch.
cp_heaven_a70015.jpg

You maybe want to clip this place.
cp_heaven_a70016.jpg

Remember to clip all of these.
cp_heaven_a70017.jpg

Weird hiding hole under stairs. (Near D)
cp_heaven_a70018.jpg

And this nodraw bug.
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
i have NO IDEA whats that nodraw thing. when i re-compiled this sertain place there was no such issue
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
alright there, fixed those clipping issues and even more
thx everyone

good new is im releasing beta today
bad new is im actually leaving tf2m community.. so im open if anyone wants to continue developing this map as i just rly dont want it to be abandoned.
its not because this map doesnt get any positive reviews. just some problems irl, i just need to stop wasting my time. and mapping takes whole bunch of it
 
Last edited:

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
What do you mean ? You give up tf2 mapping ? What if your beta is enjoyable and all ? I may only have it playtested on the end of the week but it will certainly be.
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
revealing new sky and fog :D
its haze from swamp pack with slight color changes, different sun angles and fog settings
heaven_b1_s1.jpg

heaven_b1_s2.jpg
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Welcome to Citizens for Haze is a Good Skybox.
 
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