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CTF SewageWay A9

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Tuaam

L6: Sharp Member
Jun 26, 2015
376
This is my 2nd map. The entire concept is of a 2 abandoned large factories in a abandoned industrial district on the outskirts of a city. RED has taken control of a age old factory used by Mann co years ago. BLU also inconveniently moved into the identical factory nextdoors, unfourtanetly. Claim the enemy Intelligence, and assert dominance over the area. In the middle is a murky gray sewage channel, polluted by decades worth of undrinkable S***.





If you have errors, post them here.
 
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Tuaam

L6: Sharp Member
Jun 26, 2015
376
Threads are the face of your map. Downloads section is the butt. Put screenshots on the face.


What a interesting way to put it. Fixed that.
 
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ExtraCheesyPie

L420: High Member
Jan 29, 2015
487
Did you use thumbnails instead of the full sized images? They're really tiny.
 

Tuaam

L6: Sharp Member
Jun 26, 2015
376
I have this weird error with the map. Red spawn is fine, but Blu has some issues. When red players approach BLU spawn's Left door, they can open the door. How do I fix this?
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
487
Also, you appear to have uploaded itty-bitty thumbnails instead of actual full-res screenshots for your pictures there.

I already warned him of that, but Ihe doesn't know how to fix it. To be honest, I don't really know how to make that mistake in the first place so I have to backtrack from there.
 

Tuaam

L6: Sharp Member
Jun 26, 2015
376
I might release a update in the next 1 week. I have schoolwork to finish. Expect more in the next update!
 

Tuaam

L6: Sharp Member
Jun 26, 2015
376
NEW UPDATE!!! GET YOUR COMPUTERS AND COMPUTER MONITOR SCREENS READY FOR SOME MULTIPLAYER ACTION (No pun intended)

New update adds alot of things, while fixing some issues.


Enjoy!
 

Kube

Stale air
aa
Aug 31, 2014
1,325
Woah, that does look a lot better, but I still feel like that central courtyard is going to be large and spammy in a playtest.

You made a lot of big changes, and I'm glad you did: the in-base areas look pretty great.
 

Tuaam

L6: Sharp Member
Jun 26, 2015
376
Fixes numerous errors:

-The ramps that lead to RED/BLU's warehouse is now closed off.

-Added a way to traverse the dead ends.

-Added higher elevations in the Alleyway dead ends to decrease fall damage

-Added item / health packs in the alleyways.

-The Battlements are now building addons. They have roofs and windows. A passage is now added to the lower floors.

Read the rest of this update entry...
 

Tuaam

L6: Sharp Member
Jun 26, 2015
376
Changelog: This is a small mini - update for the next revision of this map. Part 2 is coming soon.

-Added room that you can run around in just across respawn.

-Made the Flag / Intel rooms much larger, large enough to jump around in

-Removed the lip from Canal. There are ramps for each building that lead to their respective bases.

-Made entry that leads to Vents more larger. They should not be confused as detail only.

-Changed drop off area near respawn. Might remove it completely in the next part.

-Added another passage that leads to Intelligence room. This was actually originally going to be added in the very first revision (My drawings / schematics that I drew back in August), but I went against it for some reason.

Stay Tuned for more Information, next part might be uploaded by next week or so.
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Read the rest of this update entry...
 

Tuaam

L6: Sharp Member
Jun 26, 2015
376
-CHANGELOG:

-The main lobby with the 2 ramps is now changed to an outdoors area

-The spawnroom door to the left is intended if the other door is overwhelmed with spawn-campers. Most enemy teammates can't acess it, as there is no ramp to it.

-added ramp in the room behind the battlements

-Sewage canal is larger in width.

-Room between the intel room and the sewage canal. The vent is removed.

-Skybox is boxed only around outside areas. The older versions had the skybox boxed around the...

Read the rest of this update entry...