Infinite

CP Infinite b8

Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
But on the bright side I could recommend a few things looking at the snapshots, take these as you may:

-The clouds could be changed to low poly meshes combined with the 2d func_illusion.

-The Actual Columbia is very dynamic, with platforms bobbing up and down due to the change in airflow (In reality they're just atoms suspended in mid air with the help of balloons to stabilize structures), but one thing you could do is make the clouds on the bottom move a few units up and down, to simulate the effect of floating. You could also add rotating windmills or spheres with balloon textures

-Adding more buildings to the skybox give the presence of more of a city, maybe add a few RED blimps in the distance to give more of a "RED" vibe to it. Also add planes and AA guns / batteries to give the appearance of a sky fortress (Which is what Columbia is supposed to be).

-Add stuff that isn't in Bioshock Infinite to help build off the TF2 aesthetic. Because it's not the actual Columbia (It's an alternate universe version), maybe adding stuff that isn't in the actual game would help make it a little more unique?

-Alternate skybox with fields at the bottom / mountains / other tf2 maps.

I can't really play this, but I have judged based off of the screenshots. Gameplay wise, you could add floating buildings that jumpers could land on.
 

Egan

aa
Feb 14, 2010
1,375
1,720
The map has been updated to b7.

Big changes from b1 (previous public download):
- Better artpass of the map.
- Removed mannpower powerups / grapplehooks, using jumppads instead (the map was designed around grapplehook-routes).
- Added 3 new objectives to the map: Escort Elizabeth, Defeat the Patriots, Defeat Comstock.​


Changes from b6 (april 1st 2021) to b7 (april 2nd 2021):
blue team:
- respawnwavetime reduced from 2-4 seconds to 1-2 seconds.

point a:
- cap time reduced from 30 to 25.
- health at back is medium (from small).
- red respawn time reduced from 5-10 to 3-6.
- remove the blu jumppad that goes directly to the point.
- the red-ghost-sentry in setup time has been upgraded from lvl2 to lvl3.
- clipped a beam that people got caught on.

point b (elizabeth):
- elizabeth now walks at speed 80 (up from speed 64) (20% faster).
- added a speed boost powerup lower tunnel connector area.

point c (patriots):
- now get full crits.
- now have dispensers on them.
- they will get the halloween health regen/overheal on pickup to stay alive a bit longer!

point d:
- cap time reduced from 30 to 15 (with the less blue respawn-time this should be good).
- change the small health/ammo to medium health/ammo nearby.
- on blu cap, give both teams uber again for the blimp-death cutscene/comstock arrival.
- ambient lighting brightened up a bit, was too dark.

comstock fight:
- redid the lighthouse logic to prevent crashes.
-- was using setcustommodel but this apparently a bit unstable. something to do with a player with a custommodel in spectator cam viewing another player with a custommodel, and anyone who views this interaction could crash. or potentially is about players with custommodel killing other players who don't, and those victims viewing the death camera. Not sure.
-- now using the logic_measure_movement route. uses 150 new entities, and is much more complex. but won't crash players.. so..
- comstock will force-use his rocketbarrage/sentry-create attack 20s after spawning in, if not killed already. the EU players wrecked him in 38s, was a bit underwhelming.​

Read the rest of this update entry...
 

Egan

aa
Feb 14, 2010
1,375
1,720
Updated to version _b8.

Point A:
- Reduce RED respawn from 3-6s to 1-2s. A point always gets taken quickly, hopefully this helps.

Point B (Eliz):
- Capturing B will now grant BLU a forward spawn point near the 'museum' area of the map.
- Removed Announcement alerts from RED team. BLU could spam on/off Elizabeth and spam the voicelines to RED lol.

Point C (Patriots):
- Remove crits from the Patriots.
- Return time on the Patriot flags reduced from 10s to 4s.
- Patriots spawn around the map instead of all in around the statue area.

Point D (Blimp):
- Reduce cap time from 15s to 8s.
- Remove a wall on the "epic sentry gun balcony" to help attackers bomb the location, and downgrade the ammo up there from Full to Medium.
- Increase RED respawn time by 1-2s.

Point E (Comstock):
- Lighthouses are now using the Ghost condition, and a red-ghost-model override of a lighthouse. The previous LMM set up was working in test cases with bots, but on a 24 player server it broke. This is the simpler stupider method, but I don't have time to investigate why the LMM solution was not working.

Read the rest of this update entry...