- Oct 29, 2008
- 401
- 90
--Alpha 9 crashes since some update in late 2011/early 2012, go download alpha 6 or earlier (7 and 8 are horrible), there probably won't be an alpha 10, and if there will be, it will take a couple of years.--
This is my first released Team Fortress 2 map, it's a 1-stage Payload which I started working on in 2009, and now after 2 years, Alpha 9 is finally out, not that anyone cares anyway but eh, here it is.
Thanks to:
AceGikmo - Enviroment Gallery
A Boojum Snark - Gametype Library
Hellfire - Layout Help
Chekko - Layout Help and Testing
Changelog:
-ALPHA 1-
-ALPHA "THE REAL A2" 2B-
-ALPHA 3-
--WARNING CUBEMAPS BROKEN--
They still work for weapons though
-ALPHA 4-
-DAMN IT, PAKRAT BROKEN-
WHY DO I ALWAYS HAVE TO BREAK SOMETHING?
-ALPHA 4 A-
-ALPHA 5-
LOL PAKRAT BROKEN, NOT A BIG SUPRISE EH?
-ALPHA 5A-
-ALPHA 6-
-ALPHA 7-
-ALPHA 8-
Who gives a fuck anyway?
-ALPHA 9-
Uhhh... I actually don't remember, I've changed a whole lot of stuff though.
This is my first released Team Fortress 2 map, it's a 1-stage Payload which I started working on in 2009, and now after 2 years, Alpha 9 is finally out, not that anyone cares anyway but eh, here it is.
Thanks to:
AceGikmo - Enviroment Gallery
A Boojum Snark - Gametype Library
Hellfire - Layout Help
Chekko - Layout Help and Testing
Changelog:
-ALPHA 1-
- First Release.
- Tried to fix the chokepoint before CP2 by changing the "upstairs" area a bit.
- Fixed BLUs forward spawn being able to be opened without it being unlocked.
- Added a shortcut for RED that is closes after CP1 is capped.
- Added a sign pointing where to go outside Red Spawn, it changes direction when shortcut is closed
- Added a half-arsed non-model explosion.
- Did a detailing-test to the prop-room in blue-spawn. (No light awesomeness)
-ALPHA "THE REAL A2" 2B-
- Lightscale optimized to 32 instead of 16. (Hellfire's idea)
- Made the shortcut-door kill players instead of making them stuck.
- Fixed shortcut-door flickering when open.
- Remade area near CP1 (No more track on container)
- Removed the sound from CPs and added the cap bell sound.
-ALPHA 3-
--WARNING CUBEMAPS BROKEN--
They still work for weapons though
- Remade area near CP1 (Alot more paths and stuff now)
- Train near CP2 is gone (Wasn't really a good idea having it there)
- Added a building near CP2 and remade the ramps up.
- Moved BLU spawn near CP2
- Added proper setup gates.
- Textured Red Spawn a bit.
- Nobuilded all ramps/stairs that you could teleporter exploit with.
- Nobuilded the end explosion glass.
- Added a respawnroomvisualizer that blocks blue from going to red spawn using their shortcut.
- Removed TheDarkerSideOfYourShadow's Skybox-sized pine trees because they were almost unnotice-able. (Only 220kb though)
-ALPHA 4-
-DAMN IT, PAKRAT BROKEN-
WHY DO I ALWAYS HAVE TO BREAK SOMETHING?
- Cubemaps now work again
- Removed random sawblade and replaced it by another trap.
- Made the second zone grassy like the first one.
- Added a second entrance to the building near blu-forward spawn.
-ALPHA 4 A-
- Fixed pakratting
-ALPHA 5-
LOL PAKRAT BROKEN, NOT A BIG SUPRISE EH?
- Textured final explosion place a bit.
- Changed "Deathsplosion Explosives" to "Mooseshit Explosives"
- Fixed players being able to jump down the final-explosion pit by nudging themselves through a func_physbox_multiplayer
- Changed the trees in the playable-area to Sawmill Trees, mainly due to them having stuff inside them so it wouldn't look weird when you are inside them.
- Added some trees near final explosion.
- Added roof to house near blue spawn and ways up to it.
- Made red able to go out the left-way outside of spawn.
- Removed the "wet-floor" effect in one of the houses because people without perfect ping (less than 10) will lag there.
- Added re-route near final explosion
- Textured a house near CP2
- Reduced the hurt-trigger near the shortcutdoor that stops people from gettings stuck in door when it closes from 7 seconds to 4 seconds due to it killing innocent people.
- Moved red's shortcut door to start of shortcut tunnel instead of end of it.
Added another sign that tries to show red the correct way.
-ALPHA 5A-
- Pakrat fixed
- Added some extra healthkit + ammopacks
-ALPHA 6-
- Added a sign that directs BLU away from red's forward spawn after cp1 has been capped.
- Changed the soundscape from dustbowl to alpine.
- Fixed a 1 unit leak in the forward gates from blues spawn.
- Made the computer-room less dark.
- Added eyes to cows.
-ALPHA 7-
- Textured BLU Spawn 1
- Textured outside of BLU Spawn 1
- Textured/detailed area near CP1
- Changed RED's shortcut to a forward spawn
- Textured outside BLU Spawn 2/Red Spawn 1
- Added Tree near BLU Spawn 2/Red Spawn 1
- Textured some of the walls/other stuff inside the CP1 House
- Added some detail to the walls near CP1
- Increased width of the upper level on CP1
- Removed a sidepath after CP1
- Remade the room after the CP1 room
- Added some cover near CP2
- Added extra house near CP2
- Added a RED Forward spawn near CP2
- Added warnings to the death pit after CP2
- Rethemed bomb pit area
- Fixed fall through floor exploit in bomb pit area
- Added stairs to a building near bomb pit area and removed playerclip above it
- Removed laser beam that's triggered on RED Round-win (will add another effect later)
- Removed spinning sign and ground-signs near bomb pit as those are no longer needed
- Renamed map to Koskit
- Removed the engineer in BLU Spawn 1
- Fixed that the bomb-pit hurt zone was a bit to small on one side.
- Probably something else I forgot
-ALPHA 8-
Who gives a fuck anyway?
-ALPHA 9-
Uhhh... I actually don't remember, I've changed a whole lot of stuff though.
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