- Sep 18, 2008
- 93
- 30
Downloads: A new file has been added by a2h:
pl_tyrolmountain_a7
pl_tyrolmountain_a7
===================
by a2h - http://a2h.uni.cc/
THIS MAP IS CURRENTLY STABLE ENOUGH TO BE PLACED ON SERVERS, BUT IT IS NOT RECOMMENDED FOR ROTATION.
THIS MAP WILL NOT LEAVE ALPHA STAGE UNTIL ALL STAGES ARE COMPLETE.
My freaking god, has it been that long since another release?
Well yeah... I got pissed at the people who kept on bagging me and my map.
But I'm back and motivated!
a4 marks the milestone 2 stage; I consider it a milestone as I worked hard to optimize the map to stop
using the "big box" method, what better mappers consider to be bad. Many other major changes have
occured as well.
a6 marks the milestone 3 stage; I consider it a milestone as I reworked the ridiculously tiny and campfest style stage one cap two.
a7 marks the milestone 4 stage; I have now added a lot of ammo/health packs, replaced the "pipe zone" with a tunnel which is much shorter and redone the rock walls with displacements instead of the non solid props. The texture was integrated with the Scout update thanks to arena_watchtower.
Decompilation of my map is NOT allowed. Using objects from my map, whether in part or whole, is NOT allowed. Please give the ENTIRE zip file when distributing, that is,
including this readme.
Changelog a1 -> a2:
* Cart speed changed to match Goldrush/Badwater
* Flashing light from Goldrush/Badwater payload added
* Players near cart now displayed
* Cart can now roll backwards
* Fixed shed near cap 1
* Caps renamed
* Redone grass placement
* Lighting(!)
* Removed large orange wall, replaced with forest
* Raised platform for snipers added near cap 1
* Retextured orange staircase near cap 2
* Cap sound from Goldrush/Badwater added
* 5 mins remaining warning from Goldrush/Badwater added
* Red wins on timer end (better than nothing happening...)
* More scenery
* Grass looks slightly better, you'll see what I mean
* End cap animation added
Changelog a2 -> a2r1:
* Fixed cap 1 not adding time
* Fixed purple texture on billboard
Changelog a2r1 -> a3:
* Optimization...
* Added secondary path to the area between cap 1 and the tunnel
* Added secondary path to the sniper platform between cap 1 and blu spawn
* Minor scenery changes
* Minor lighting changes
* Cubemaps
* Very minor clipping fixes
* Fog
* Shadow fixes
Changelog a3 -> a4:
*** MILESTONE 2 ***
* Major optimization; I got a ~40 fps increase outdoors, and can also compile with VVIS set
to normal instead of fast without taking much time... the changes have also resulted in a
nice filesize DECREASE.
* Scenery
* Secondary path between cap 1 and tunnel's texturing changed
* Lighting changes
* Cap 2 spawn reworked including changes in preparation for stage two
Changelog a4 -> a5:
* Reworked cap 1 surrondings
* Demoman stickies no longer stick onto the cart
* Cart now has sparks when rolling backwards like in Goldrush/Badwater
* Minor clipping fixes
* Minor seam fixes
* Secondary path to cap 2 added
changes a5 -> a6:
*** MILESTONE 3 ***
* Badwater style arrows
* Major rework of pipe area
* Minor scenery fixes
* Tunnel cp1<->cp2 - added a pit for nades
* Stage two cp1 now in map
Changes a6 -> a7:
*** MILESTONE 4 ***
* Tunnel s1c1<->s1c2 redone
* s1c2 redone completely
* path between s1c1 and s1c2 redone
* hill at blu spawn extended slightly
* minor decal adds
* pipe zone changed to tunnel - shorterns length considerably
* dev texture of rock area at s1c2 changed to the one included with watchtower's integration into the game files
* added more health/ammo packs, changed some
* Retextured tunnel area and added decorations
* Added some cover between cap1/2
* Window at cap2 bridge removed, cover added nearby
* stage two temporarily removed
pl_tyrolmountain_a7
pl_tyrolmountain_a7
===================
by a2h - http://a2h.uni.cc/
THIS MAP IS CURRENTLY STABLE ENOUGH TO BE PLACED ON SERVERS, BUT IT IS NOT RECOMMENDED FOR ROTATION.
THIS MAP WILL NOT LEAVE ALPHA STAGE UNTIL ALL STAGES ARE COMPLETE.
My freaking god, has it been that long since another release?
Well yeah... I got pissed at the people who kept on bagging me and my map.
But I'm back and motivated!
a4 marks the milestone 2 stage; I consider it a milestone as I worked hard to optimize the map to stop
using the "big box" method, what better mappers consider to be bad. Many other major changes have
occured as well.
a6 marks the milestone 3 stage; I consider it a milestone as I reworked the ridiculously tiny and campfest style stage one cap two.
a7 marks the milestone 4 stage; I have now added a lot of ammo/health packs, replaced the "pipe zone" with a tunnel which is much shorter and redone the rock walls with displacements instead of the non solid props. The texture was integrated with the Scout update thanks to arena_watchtower.
Decompilation of my map is NOT allowed. Using objects from my map, whether in part or whole, is NOT allowed. Please give the ENTIRE zip file when distributing, that is,
including this readme.
Changelog a1 -> a2:
* Cart speed changed to match Goldrush/Badwater
* Flashing light from Goldrush/Badwater payload added
* Players near cart now displayed
* Cart can now roll backwards
* Fixed shed near cap 1
* Caps renamed
* Redone grass placement
* Lighting(!)
* Removed large orange wall, replaced with forest
* Raised platform for snipers added near cap 1
* Retextured orange staircase near cap 2
* Cap sound from Goldrush/Badwater added
* 5 mins remaining warning from Goldrush/Badwater added
* Red wins on timer end (better than nothing happening...)
* More scenery
* Grass looks slightly better, you'll see what I mean
* End cap animation added
Changelog a2 -> a2r1:
* Fixed cap 1 not adding time
* Fixed purple texture on billboard
Changelog a2r1 -> a3:
* Optimization...
* Added secondary path to the area between cap 1 and the tunnel
* Added secondary path to the sniper platform between cap 1 and blu spawn
* Minor scenery changes
* Minor lighting changes
* Cubemaps
* Very minor clipping fixes
* Fog
* Shadow fixes
Changelog a3 -> a4:
*** MILESTONE 2 ***
* Major optimization; I got a ~40 fps increase outdoors, and can also compile with VVIS set
to normal instead of fast without taking much time... the changes have also resulted in a
nice filesize DECREASE.
* Scenery
* Secondary path between cap 1 and tunnel's texturing changed
* Lighting changes
* Cap 2 spawn reworked including changes in preparation for stage two
Changelog a4 -> a5:
* Reworked cap 1 surrondings
* Demoman stickies no longer stick onto the cart
* Cart now has sparks when rolling backwards like in Goldrush/Badwater
* Minor clipping fixes
* Minor seam fixes
* Secondary path to cap 2 added
changes a5 -> a6:
*** MILESTONE 3 ***
* Badwater style arrows
* Major rework of pipe area
* Minor scenery fixes
* Tunnel cp1<->cp2 - added a pit for nades
* Stage two cp1 now in map
Changes a6 -> a7:
*** MILESTONE 4 ***
* Tunnel s1c1<->s1c2 redone
* s1c2 redone completely
* path between s1c1 and s1c2 redone
* hill at blu spawn extended slightly
* minor decal adds
* pipe zone changed to tunnel - shorterns length considerably
* dev texture of rock area at s1c2 changed to the one included with watchtower's integration into the game files
* added more health/ammo packs, changed some
* Retextured tunnel area and added decorations
* Added some cover between cap1/2
* Window at cap2 bridge removed, cover added nearby
* stage two temporarily removed