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KotH Preposterous RC1

Metal over Water

  1. HQDefault

    aa HQDefault ...what

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    Preposterous - My 72hr TF2jam submission

    Preposterous is (likely) my final TF2 map. So as such, the stakes are kind of high. It's a test to see where I've gotten as a mapper, and, well, I just thought it was interesting.

    Enjoy!
     
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    Last edited: Jan 30, 2016
  2. HQDefault

    aa HQDefault ...what

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    -added river and skybox
    -changed the point greatly
    -changed glass texture
    -changed catwalk texture on top & bottom layers
    -lots of detailing
    -fixed light_environment
    -clipping
    -other stuff

    Read the rest of this update entry...
     
  3. BenCo

    BenCo L5: Dapper Member

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    I really liek the theme, good job! Looking forward for future changes :)
     
  4. Davekillerish

    aa Davekillerish Lvl O: Orange Member

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    Inconceivable
     
  5. HQDefault

    aa HQDefault ...what

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    So essentially whats going on, is that as soon as I recover from eye strain, I'm going to take a week or so to finish up the detailing/clean up the gameplay.
     
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  6. HQDefault

    aa HQDefault ...what

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    -Optimization. (duh)
    *Mainly area portals
    -Added HDR lighting
    -Improved overall lighting
    -detailing
    -added a sick new overlay by de_fence
    -Other stuff I forgot

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  7. HQDefault

    aa HQDefault ...what

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    I'll have the new overlay that de_fence up for download in a moment.

    Edit: Alright, it's up!
     
    Last edited: Feb 18, 2016
  8. ExtraCheesyPie

    ExtraCheesyPie L7: Fancy Member

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    Why is this your final map?
     
  9. HQDefault

    aa HQDefault ...what

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  10. HQDefault

    aa HQDefault ...what

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    OK, I'm gonna be re-initiate development of this map.

    Just gotta test it first. And hope that I haven't forgotten all of TF2's design theory.
     
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  11. HQDefault

    aa HQDefault ...what

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    -changed an out-of-bounds detail area to an in-bounds not-so-detail area
    -added a back pathway and building
    -Changed up health & ammo a lot
    -Removed clipping on tower platforms. (I'm interested in seeing how this change will effect gameplay)
    -Temporarily FLIPPYSKRAGGLED the optimization (To make my life a bit easier for a bit)

    KNOWN ISSUE: Odd invisible wall on the back flank (I couldn't be bothered to just put in 2 new sheets of metal and wait the time to recompile)

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  12. HQDefault

    aa HQDefault ...what

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  13. HQDefault

    aa HQDefault ...what

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    -made rear building a bit larger
    -added a teeny bit more health.
    -added some nice rocket jumping perches to the rear building
    -made spawn courtyard a lot less bad
    -(Sort of) gave red-spawn an artpass

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  14. HQDefault

    aa HQDefault ...what

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    If everything goes okay next imp I'm going to re-optimize the map and largely finish up the detailing, then probably post the map on the steam workshop.
     
  15. HQDefault

    aa HQDefault ...what

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    -Got rid of that dumb vent thingy
    -Replaced a fence by the generator with a smaller fence that you can jump over
    -Lowered cap time from 8 seconds to 7 seconds
    -Extended top platform out so players can no longer shoot direcly onto the control point from there
    -Raised the ceiling of the back building
    -Removed a vision-blocking exit sign
    -Removed some hydro barriers at tower
    -The skybox now has a schweet new look
    -Altered lighting a lot to improve visibility and make it look less bad
    -Altered detailing at red spawn to make it fit better
    -Artpass is now about 90% done (All dev textures are gone)
    -Probably optimized the map

    KNOWN ISSUES:
    -Waterfall textures are scumbags and will randomly render on top of transparent surfaces
    -Weird pop-in with some trees at blu spawn
    -A stupid ghost light that I forgot to delete

    Read the rest of this update entry...
     
  16. HQDefault

    aa HQDefault ...what

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  17. HQDefault

    aa HQDefault ...what

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  18. Narpas

    Narpas L4: Comfortable Member

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    Looks good! Though I feel maybe you should decrease the texture scale on the water (edit: or use a custom flowing water texture), as it looks a bit blocky, and perhaps change the window texture to the bulletproof glass with the diamond-ish texture (glass/glasswindow001), as that's easier to see (and is the window texture most maps use anyway)
     
  19. HQDefault

    aa HQDefault ...what

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  20. snowsquirrel

    snowsquirrel L3: Member

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    Like the heavy industrial theme but the high up long pipe between both sides of the map needs work