pl_blast/launch - WIP (Now with movie!)
Hi there fellas =)
I'm back and ready to show my TF2-map. I picked up mapping after a 5 year break. So this is the first map since then! I think I've done fairly well in gameplay/looks-department but I am very much lacking when it comes to optimization. I'm rusty you know. I'll try to "save" the map but if I'm unable to I'll try to make the most of it and release it as a single stage map. But it is really supposed to be 2-3 stages.
The "story" behind the area is that it's an abandoned logging plant up in the mountains. Mining stuff has been brought in to "hollow" the mountain and make way for... a rocket base (omg)! The final cap point will drop the payload down a circular hole where a rocket resides =)
First an image I already posted that helps to show the first area outside blu spawn.
Now 17 images from throughout the map.
Comments comment the image above.
This is the "end of" the first area.
I.e. it narrows down and has three paths to the next area. One is the shortest (left). One gives the best elevation (middle) and one must be taken for the cart (right)
.
First fighting area. Blu come from the right hand side.
Inside blu spawn.
Alternative exit.
The short pathway between first and second area. "High ground" route is visible in the top right (you can jump down from there and rocketjump up)
Lower pathway as seen from the "high ground" route. Wood cutting room for scenic detail
Inside high ground route. Window on next pic is visible if you look in the corridor.
High ground route as it reveals next area through windw. Exit from lower pathway visible.
The area continues and the screen below is basicly taken from same position but has turned 180 degrees. Final cap in sight.
While looking at the cap and turn left, this is what you see.
Two images of the "shortcut" route that ONLY red can take while first point ISN'T capped.
Leads out into the tunnel for the payload cart.
What do you think?
Also, I would very much appreciate if someone experienced could have a look at the source files and point me in the right direction. And yell at me for being such an un-optimised bastard.
I have a LAN coming up next Thursday... so it would be marvellous if I could get it functioning properly until then. I haven't fully compiled it yet (!) but I still believe performance might be a bit iffy. With fast compile it is pretty bad.
Hi there fellas =)
I'm back and ready to show my TF2-map. I picked up mapping after a 5 year break. So this is the first map since then! I think I've done fairly well in gameplay/looks-department but I am very much lacking when it comes to optimization. I'm rusty you know. I'll try to "save" the map but if I'm unable to I'll try to make the most of it and release it as a single stage map. But it is really supposed to be 2-3 stages.
The "story" behind the area is that it's an abandoned logging plant up in the mountains. Mining stuff has been brought in to "hollow" the mountain and make way for... a rocket base (omg)! The final cap point will drop the payload down a circular hole where a rocket resides =)
First an image I already posted that helps to show the first area outside blu spawn.

Now 17 images from throughout the map.
Comments comment the image above.

This is the "end of" the first area.

I.e. it narrows down and has three paths to the next area. One is the shortest (left). One gives the best elevation (middle) and one must be taken for the cart (right)
.

First fighting area. Blu come from the right hand side.


Inside blu spawn.

Alternative exit.

The short pathway between first and second area. "High ground" route is visible in the top right (you can jump down from there and rocketjump up)

Lower pathway as seen from the "high ground" route. Wood cutting room for scenic detail

Inside high ground route. Window on next pic is visible if you look in the corridor.

High ground route as it reveals next area through windw. Exit from lower pathway visible.


The area continues and the screen below is basicly taken from same position but has turned 180 degrees. Final cap in sight.


While looking at the cap and turn left, this is what you see.

Two images of the "shortcut" route that ONLY red can take while first point ISN'T capped.

Leads out into the tunnel for the payload cart.

What do you think?
Also, I would very much appreciate if someone experienced could have a look at the source files and point me in the right direction. And yell at me for being such an un-optimised bastard.
I have a LAN coming up next Thursday... so it would be marvellous if I could get it functioning properly until then. I haven't fully compiled it yet (!) but I still believe performance might be a bit iffy. With fast compile it is pretty bad.
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