CP RocketForge a17

Imagine a tf2 style in a rocketforgery

  1. nesman

    aa nesman oh god how did this get here

    Messages:
    236
    Positive Ratings:
    69
    RocketForge - Imagine a tf2 style in a rocketforgery

    Blu team tries to stop the Red team with their rocket forgery.
     
  2. nesman

    aa nesman oh god how did this get here

    Messages:
    236
    Positive Ratings:
    69
    -updated blu respawn time
    -added door to lower sewer to prevent massive advantage to blue or red
    -added markings and expanded point capture zone
    -adjusted placement of res respawn room doors
    -fixed skybox glitching issues

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  3. nesman

    aa nesman oh god how did this get here

    Messages:
    236
    Positive Ratings:
    69
    -revised entrances to A
    -remove first tunnel system
    -expanded first point area
    removed doorways in favor of a better layout
    -added lower flank route with cover
    -revised spawn times
    -added one-way windows for blu pre-flanking
    -added upper flank windows for blu approach on B
    -adjusted various lighting

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  4. nesman

    aa nesman oh god how did this get here

    Messages:
    236
    Positive Ratings:
    69
    -added forward spawn for blu
    -adjusted spawn times
    -adjusted lighting in various areas
    -added extra flank route from A upper into side house/drop down area
    -removed and adjusted some hp/ammo pickups
    -adjusted various clippings
    -added rocket explosions
    -added props

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  5. nesman

    aa nesman oh god how did this get here

    Messages:
    236
    Positive Ratings:
    69
    -updated red spawn times
    -added cover to B for red
    -moved red spawn back
    -adjusted health/ammo drops
    -fixed prop and lighting issues
    -added second door to blu forward
    -increased time for door for blu flanking to open

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  6. nesman

    aa nesman oh god how did this get here

    Messages:
    236
    Positive Ratings:
    69
    -removed prop(s) possibly causing client crash
    -added brush props in place of above ^
    -reduced spawn times of both red & blu after first point capture
    -door from A that opens with blu's capture of A now take much longer to open
    -added props to allow non-jumping classes fair grounds
    -adjusted clippings
    -added props to help break up A Lobby area

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  7. nesman

    aa nesman oh god how did this get here

    Messages:
    236
    Positive Ratings:
    69
    -revamped last controlpoint
    -revamped red spawn
    -adjusted health kits/ammo packs
    -added overlays to hp/ammo
    -adjusted lighting
    -revamped flank that was dropdown now a balcony
    -balcony with windows that can be shot through are now solid

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  8. nesman

    aa nesman oh god how did this get here

    Messages:
    236
    Positive Ratings:
    69
  9. nesman

    aa nesman oh god how did this get here

    Messages:
    236
    Positive Ratings:
    69
  10. nesman

    aa nesman oh god how did this get here

    Messages:
    236
    Positive Ratings:
    69
    -fixed clipping issues from previous versions
    -adjusted certain areas in the skybox to prevent glitch to be able to see into a room
    -realigned door frame textures

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  11. nesman

    aa nesman oh god how did this get here

    Messages:
    236
    Positive Ratings:
    69
  12. nesman

    aa nesman oh god how did this get here

    Messages:
    236
    Positive Ratings:
    69
  13. nesman

    aa nesman oh god how did this get here

    Messages:
    236
    Positive Ratings:
    69
    • Like Like x 2
  14. nesman

    aa nesman oh god how did this get here

    Messages:
    236
    Positive Ratings:
    69
  15. YOYOYO

    aa YOYOYO

    Messages:
    502
    Positive Ratings:
    353
    Alright, I've been meaning to comment on this map for a while now, but it must've slipped my mind.

    I wanna start by saying this map is very appealing visually. you did a very good job with it. I can't wait to see how you detail it!
    There are a few indoor spaces that are a bit large, but I'm not sure how they play. so maybe they do work in your case.

    This map has an unbelievable good flow. I hope this map gets finished!
     
    • Thanks Thanks x 1
  16. nesman

    aa nesman oh god how did this get here

    Messages:
    236
    Positive Ratings:
    69
    -added route on last for blu to flank
    -adjusted red route from spawn on left side to allow for blu flank
    -added health/ammo packs on new route
    -added "tank" to first capzone along with pipes
    -adjusted sightlines on last
    -realigned glass on red spawn

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  17. nesman

    aa nesman oh god how did this get here

    Messages:
    236
    Positive Ratings:
    69
  18. nesman

    aa nesman oh god how did this get here

    Messages:
    236
    Positive Ratings:
    69
    -added route for blu to flank on last leading above point
    -shrunk area before final point
    -added light door door that closes when A is capped
    -removed path in first lobby outside of blu original spawn

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  19. nesman

    aa nesman oh god how did this get here

    Messages:
    236
    Positive Ratings:
    69
    -made a main route to A from blu spawn
    -added covered area for red on A
    -removed stair case from behind A
    -replace ^^^^ with a tunnel under main route to B
    -added water in new tunnel
    -adjusted various hp/ammo packs
    -added room with windows overlooking A to restrict blu pushing ability
    -lowered oneway door on B to be levelish with cap point
    -made A much more defendable
    -added various overlays and signage

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    • Like Like x 1