pl_cliff edge

PL pl_cliff edge a7v2c

Billo

aa
Feb 8, 2016
921
405
in this version:
*changed first point and last point.
*fixed many issues.
*added more clip,area portal...etc.
*added some things based on people feedback.
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Billo

aa
Feb 8, 2016
921
405
in this version:
*i deleted the previous third point and redone it (More info why on the notes)
*i changed the last a bit based on feedback.
*i done some changes to improve the map.
*fixed some small issues.
*first area-first point is almost fully detailed now.
*optimised the new third point a bit.
*added more clip to the map.
*added the view points-cameras that if you go on spectate mode you can see them.

Note: i redone the third point because i was out of ideas.
i had a great idea at first for the cave area at third but that didnt go as well as i was hopping for. red team was overpowered and it was difficult for blu to push. so i desided to scrap the cave part of the map and do something else and the something else was to go with the original idea.
ALSO: the last images are the previous try i did for the third point which i scrapped and started from scratch. the 3 first pics are the new third which third took me 1 day to complete but i spent many many hours to do so.
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Billo

aa
Feb 8, 2016
921
405
thanks for the feedback i will.
also what do you think about the new changes fo you like them?
 

Billo

aa
Feb 8, 2016
921
405
in this version:
*i redone the building which was previously on point 3. now it is a lot better and more fun to fight on and now instead of previously there are at least 3 ways to attack this building instead of 1.
*changed some things based on feedback.
*added some more details and textures.
*added more clip,areaportal....
*at point 3-4 there was a small place where you could grab a medium healthpack. now that place has been changed a bit.\

Note: in the next version i will try adding a skybox, fixing the water problem and making the map fully textured.

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Infomaniac

L6: Sharp Member
Nov 29, 2015
374
207
This looks neat
 

Billo

aa
Feb 8, 2016
921
405
in this version:
*fixed the leak of the map.
*improved fps
*the full ammo box on the first point was moved and replaced with another pack on the building close to the point.
*the building which is on the third point was fully detailed.
*fixed issues based on feedback such as on the third point's redspawn 2 people would go to the wrong direction. now it's fixed.
*and also i fixed one similar issue that was on the first red spawn.
*added doors on the third point's building which is now detailed (the doors are closed and open only after cap 2 is been captured) that prevents engineers or in general other players from going the wrong direction.
*fixed the window problem some player had (the texture of it).
*the second point's building (the entrance of it more specifically which is right outside first redspawn) was changed a bit to look like the other half of the building instead of being the half one redbrick and the other white brick.
*done some other small details.
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Billo

aa
Feb 8, 2016
921
405
in this version:
*last point was changed completed (go to the notes to see why)
*changed things based on feedback.
*first point was changed a bit so now the "water under the bridge" is
bigger and the gameplay will take place there a lot more now.
*blu spawn was redone so now its not a mess and you dont get spawncamped that easily.
*pickups where changed a bit so there are fewer health packs and more ammo packs to some places.
*added a third exit for blu team to get out of the big building on second point so now it's a lot easier to attack third point.
*fixed some big sight lines but i left 3-4 so playing sniper is still an option.
*added a third exit door for last red spawn so red team cant be spawncamped that easily and there is another option to go.
*fixed a nobuild issue where you could build an exit tele to third point's building and you could lock your team inside that building.
*fixed some general issues , added more clip etc.
*closed a path that blu could go on last point where they had a big hight advantage and obviously it wasn't fun to fight on.
*changed some of the textures on last with brick so it fits with the other part of the map and it's not this theme here this theme there.

Notes:
To be honest i feel like i should be given an award on the most times changing last point :p
anyway to be honest again the way i was thinking about last was wrong and i will tell you what i was thinking. I was looking at other maps like badwater and i was thinking , hmmmm this map works lets copy that part of the map and import it to my map. it wasn't nessesary something crazy but something like a part of a layout and that was the problem. it took me so long to think: you know what? maybe i shouldn't do that and let me image what i want to do with this point and then do some small changes to make it a lot better. i tried doing that with third point and it worked perfectly like i wanted too and thats what the map was missing my last ideas and preferences not other map's ideas. Now you may ask are you happy now with the layout of your map? yeap i am! i even done the last one more time before deleting it all and redoing it from the start for this update and to tell you the truth i made again the same mistake.
Now i think the map is almost there. of course it needs some fixes here and there but i think in one month or so it will get done or at least be close to done. thanks everyone for your support and feedback ;)

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Billo

aa
Feb 8, 2016
921
405
in this version:
*Last was Redone again - Just kidding.
*Last was made a bit bigger.
*Now there is another place to set up a sentry on Last.
*the small building which had a balcony at last was made higher so sentries can be placed under the small balcony.
*added a 3d skybox which includes only the sea and the skybox is temporary,it will change on the next update. (i will add more stuff like trees)
*fixed some general issues.
*added more clip etc.
*some areas of the map were detailed.
*last point's red spawn was almost fully detailed. ( i will add more details later)
*one first point i tried to -destroy- a sightline cause i got many comments saying that the spot up there was too op for the sniper.
*did some other small changes to in the middle of first-second point.
*revomed some healthpacks and i replaced some of them with ammo packs.
*made stop steps of some stair cases smaller.
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Billo

aa
Feb 8, 2016
921
405
in this version:
*added a new way for red to attack blu team on last so its not one way for red team to attack back.
*fixed some general issues.
*detailed some areas.
*detailed more first blu spawn (added a window which you can see what's behind and stuff)
*1 or 2 healthpacks where removed.
*did some changes based on feedback.

Notes:
i am pretty happy where my map has come but unfortunatelly due to me having a different time period here in greece in contrast where everybody else on tf2maps is located i can't usually play my map to have a better idea on how everything plays. thankfully one or 2 of my friends like muddy are trying to help me sometimes with that problem i got. i think the map is almost there. Some notice that some areas are very detailed but some aren't, the reason i dont detail like right now all the map is that i am not sure if some areas or buildings need changes or something and i don't like to do the same mistake again that i made in the past with this map, which is adding a new area and detailing it a bit and spending one or 2 hours more instead of seeing first if it works fine.
thanks again to everybody who supports me with one way or another i will try to do my best with this map.

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Billo

aa
Feb 8, 2016
921
405
in this version :
* Points: one / two / three were redone (more info about it on the notes)
* Gameplay Was Drasticly Improved.
*removed third red spawn. (now there are only 2 different spawn areas for the red team)
*skybox was redone
*all the clipping / area portal was redone.
*almost all the map was redone based on what i felt was better.

Notes:
A lot of you may be asking.... bill why did you redo all your work on the map i think it was good enough / or the opposite. and for that i have to say i didn't feel the map was good enough. in some point i didnt enjoy playing on it either working on it. i was think the map is done let's just redo the way from third point's building to last a bit different which for some reason took me a lot of time and in the end i didnt even try to work on the map.
some days later i tried fixed by redoing kinda ( i am speaking for the old version b11) the second point's building but it didnt work.
i didnt feel comfortable either for the 3 points i had so i desided maybe thats not for the best lets redo them.
now the difference is that i am happy with the map. i think it is almost perfect and also i need to note that i dedicated a lot of hours drawing plans for each area for the map (which most of them were canceled) and i thoughed maybe too much for each area especially first and third point because i want this map to be one of the best one's out there.
i hope you can understand why i took this risk and let's hope cliffedge has a better future. thanks everybudy who helped me and i want to give a special thanks to : captain jack sparow ( who hosted many times my map and gave me feedback ) , shawd0w ( for doing the exact same thing and i really thank him for his help ) ,littlent1n for giving me feedback and ideas, and many other people who helped me when i had a bug or a overall big problem with my map.
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Billo

aa
Feb 8, 2016
921
405
in this version of the map:
*i redone last.
*the second and third blue spawn was moved a bit futher back each.
*changed some things based on community feedback.
*added some textures on point 3.
*added a new spawn for red team at point 3.
*added more clip etc.

Notes:
it tooks me a long time to redo the last point and i hope it works fine if it doesnt which i am almost sure i doesn't cause i played the map some times with bots in order to see how the map works if anything is wrong and stuff i didnt like much the new last and i was thinking to have like a cliff where the cart falls and thats the last but i dont know if that would be a good idea. also if you do play the new version tell me your opinion about the new changes and especially what i should do with the last point.
i tried more than 13 different plans which failed. i didnt like how they turned out and the last you see on your screen is the final plan i came up with.
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Billo

aa
Feb 8, 2016
921
405
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In this Version :
* Point B Was Almost completely redone. (reason: the previous second was uninteresting to play on.)
* The Path To get from Point B --> C Was Changed.
* Added some clip to some areas.
*the way to go to the point C cellar was changed.
*now both teams red and blue share the same spawn. red until point is capped and blue team after the cap point 3.
* owing to the name of the map - cliffedge- i decided to add more cliff to the map so i did.

On the next version and last for alpha hopefully if everything goes as planned i will : fix some general issues with the map , change point C Second area , Change Last A bit ( i will change 1-2 buildings , make it smaller and change the red's spawn.) and maybe i will do some changes to point A second building close to the waterfall.

Notes:
As you may know, the reason i keep changes stuff on my map is that i don't like how it looked previously. So i took a month almost to think and come up with an awesome in my opinion design for the new second point which i think looks and plays pretty good.
anyway, my goal is to finish beta 1 as soon is possible and prepare a halloween version for the map. i have already the logic set up so i dont have to do too much on this.

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Billo

aa
Feb 8, 2016
921
405
In this version:
*Fixed some Small Issues.
*Added some More Lighing Around the map.
*added more area portal.
*added a door which will close after blue caps point 3 which door prevents them from going leaving there spawn and going to the wrong direction.
*(if we count the fix version) the broken door on point C which was blocking the cart was fixed.
*added the teleport trigger which will teleport all players that are on first red spawn to the second spawn.

Notes:
on the next version i will do some changes on point C building around the second area and i will change last a bit . Also expect to see some small changes to the first point especially to the first blue spawn. i would like to redo the first blue spawn cause its very casually put together and i dont really like it. secondly on the first area i am planning on changing 2 buildings a bit just to fit with the area better such as the building which is close to the cliff + to the waterfall.

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Muddy

Muddy
aa
Sep 5, 2014
2,581
4,597
I find it a shame that nobody's paying very much attention to this thread (judging by the lack of posts). Personally, I applaud your dedication to this project and your willingness to make huge changes and redesigns. The latest version looks pretty cool and I'm looking forward to playing it!