Herbicide

CP Herbicide A4A

half

aa
Feb 15, 2015
85
41
half submitted a new resource:

Herbicide - kill big plant

Made for Major Contest #18: Stack the Deck (https://tf2maps.net/threads/major-contest-18-stack-the-deck.51757/).

A Sulfur-type 4CP A/D map set in a jungle around RED's large industrial facility housing a giant venus flytrap. Capturing points causes herbicide "waterfalls" to be activated, breaking the plant's vines and changing the routing around the final point. Lots of dynamic doors open/close with captures as well.

Uses content:
Sulfur-Type Logic Prefab by Freyja and Sarexicus...

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half

aa
Feb 15, 2015
85
41
half updated Herbicide with a new update entry:

A2: map of theseus update

4 major revamps attempted in hammer over the span of 2 months, culminating in:
  • the map has been rebuilt from the ground up
  • here's hoping this is better than the original :)
  • same general map idea/theme, and some layout ideas carried over, but most is all-new
  • making steel/sulfur-types is hard...

Screenshots:
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[ATTACH...

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half

aa
Feb 15, 2015
85
41
half updated Herbicide with a new update entry:

A3: you will not get to play the previous version

some updates pre-test of A2 to address some bugs/fix some things that bothered me:
  • cut out a ~192-unit horizontal section from the middle of the map to shorten walk times by a couple seconds
  • rebuilt/adjusted routing around A <-> B, B <-> C, and C <-> D areas
  • changed around some hp/ammo
  • added triggers to destroy buildings on dynamic stuff when they change at D
  • added a shake to the blu finale
  • added missing respawnroomvisualizers to blu spawn
  • added a displacement...

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half

aa
Feb 15, 2015
85
41
half updated Herbicide with a new update entry:

who expected this? i certainly didn't

this was very spur of the moment
i spent like 10 hours today detailing the map for fun so i could enter it in the contest lol

gameplay changes there are a few but nothing major since i didn't really have time/ideas/energy for a major overhaul
  • basic detail (read: mainly texture) pass on the map. the flytrap and vines are still placeholder brushes since i wasn't able to get models done for them for the contest
  • added a door in A-D lobby that opens when B is capped, allowing people...

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half

aa
Feb 15, 2015
85
41
half updated Herbicide with a new update entry:

quick misc fixes

ran around the map a bit with fresh eyes to find/fix random obvious issues:
  • fixed missing stair blockbullet at A
  • fixed other clipping on beams/ledges around the map
  • removed a few dev textures that were not meant to be there
  • deleted a duplicate brush

screenshots are pretty much identical to a4

last update for the contest since i won't have access to a computer until after the deadline, hopefully i didn't miss anything horribly broken :)

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MN_

Bug Finder
aa
Jul 23, 2024
20
13
some bugs/issues :3

  • There's a pipe near the flytrap that can be built in with a simple sentry jump
  • There's terrain clipping into the building next to Control Point A
  • The pit near Control Point A has a kill tigger that doesnt completely cover it letting mobility classes get to/build there
  • The clip brush above the tree going towards Control Point A doesn't go up all the way letting Demomen get up there via sticky jumping
  • The clip brushes above Control Point A don't cover the roof letting mobility classes get to/build up there
  • The clip brushes near BLU's exit to Control Point A don't cover this cliff ledge
  • The spawn trigger doesnt comepletely cover BLU's spawn letting players build in it
  • Players can see dev textures in the flytrap pit
  • Players can see dev textures on the roof of both RED and BLU's spawn

Screenshot 2024-08-24 142143.png
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Screenshot 2024-08-24 140957.png
Screenshot 2024-08-24 140919.png
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