New File Added: ctf_badlands_classic_b3e

Discussion in 'Maps' started by Buster Charlie, Jan 23, 2008.

  1. Buster Charlie

    Buster Charlie Guest

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    Downloads: A new file has been added by Buster Charlie:

    ctf_badlands_classic_b3e

    Latest version of the map, fixed various graphical issues and one major game play issue. Fixed cube map issues. Reduced number of cube maps to bring map size down a tad.

    This should be a playable stable build, I apologize to everyone who downloaded Beta3c for releasing it in that state without double checking.


    Changes from beta2:

    Clip maps!

    Better indication on where the cap point is.

    Signs to show way to cap point.

    Fixed seam along main entrance to base.

    Made main entrance to base door larger.

    Fixed scouts being able to double jump into flag silo exit.

    Fixed issue with snipers in base being able to look over top of map.

    Fixed various displacement seams.

    added light source to main base canyon alternate route.

    Fixed ground texture scale issue.

    Fixed main canyon way displacement distortion issue.

    Tweaked health pack placement and amount.

    Fixed ground texture alpha blending near cliff stairs.

    Removed cube maps where unnecessary.
     
  2. Buster Charlie

    Buster Charlie Guest

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    Feel free to post any comments, including screen shots of bugs.

    Please note I will continue to fix lighting and texture issues (such as seams on curved wall segments and shadows) so don't focus on them, i'm more concerned about game play.
     
  3. Big Nick Digger

    Big Nick Digger Guest

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    is there a version not in bz2 format>??

    edit: nm forgot I had 7zip still installed :)
     
    Last edited by a moderator: Jan 23, 2008
  4. Big Nick Digger

    Big Nick Digger Guest

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    only played with about 10-12 because it was our off hours but, so far everyone <3's this map.

    My only complaint is that some of the corridors need a bit more width/height. We will get some good feedback for you once the server cranks up to 32.
     
  5. Buster Charlie

    Buster Charlie Guest

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    Some of the scale issues are simply the charm of it being a faithful as possible port of a TFC map. Honestly unless a feature makes the gameplay terrible not much is gonna change layout wise. I'm always willing to work with the players to make it fun, but there is only so much I can do before it's no longer 'badlands classic.' Especially with valve coming out with their own version, and another remake in the works, this is my mission statement that I have been sticking to: "Badlands was a kickass map in TFC, TF2 needs more kickass maps, I'm gonna give the TF2 community the gift of badlands."


    Would you all believe this is only my 2nd map, and my first released map?
     
  6. Big Nick Digger

    Big Nick Digger Guest

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    I just meant that it is easy to get stuck in the doorway, especially on some of the lower passageways. Just frustrating to some people that they get stuck in the doorways if they don't enter at just the right angle.

    It's not a deal breaker or anything, but certainly, a few extra units of room couldn't hurt...

    Good map all in all so far :thumbup:
     
  7. Buster Charlie

    Buster Charlie Guest

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  8. [22g]Pinguin

    [22g]Pinguin Guest

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    Hi Buster Charlie,

    first of all - congratulations - great Map you made there :001_tt1:

    I found one bug thats related to the lower passageways - the onces that lead to the elevator up to the intel -they are not high enough, so if you build a teleport exit in there and get teleported you are stuck and just can turn but not move.

    If needed i upload some screenshots...

    About the only bug i found sofar - if this is fixed will put it on our Server-rotation. :)