CTF Sewer Rats A3

Your team thought of the perfect plan... To hide intel in a sewer! Uh-oh. Looks like they did too!

  1. It's me sized!

    It's me sized! L1: Registered

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    Sewer Rats - Your team thought of the perfect plan... To hide intel in a sewer! Uh-oh. Looks like they did too!

    I'm back, baby! This time with a map that takes place in a sewer! I do hope this map can turn out to be one of quality in the end. Of course, it can only turn out good if I have YOUR help! Yes, YOU!
     
  2. It's me sized!

    It's me sized! L1: Registered

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  3. RataDeOrdenador

    RataDeOrdenador L5: Dapper Member

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    The overview is probably confusing me,but I don't know what to say about this map,really..

    From that picture,it looks confusing as hell. No cubemaps built (it's not like it ACTUALLY matters right now)

    but the lights... THE LIGHTS! What the hell did you do,spam a crapton of lights sticked to the ground and walls? You should really fix AT LEAST that thing. Dunno if it can actually affect framerate,but I'm sure it'll distract and confuse the people from the real objective. Or even during a fight.
     
    • Agree Agree x 1
  4. It's me sized!

    It's me sized! L1: Registered

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  5. It's me sized!

    It's me sized! L1: Registered

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    Map update includes:
    -Team Colours
    -Intel signs
    -Removal of one-way door
    -More health/ammo packs
    -More defined intel room
    -More shallow water
    -Reduced sniper sights
    -Water texture changed back to swamp water
    -Fixed small doors' respawn visualizers
    -Slightly edited overall layout

    Read the rest of this update entry...
     
  6. It's me sized!

    It's me sized! L1: Registered

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    For now this map is being put on hold...
     
  7. Asd417

    aa Asd417 L1: Registered

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    I hope the water level is low enough to keep pyros playable in this map
     
  8. Turnip

    aa Turnip The 80s Vegetable

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    I know theres a less offensive way you could have said that.
     
  9. CriminalBunny

    aa CriminalBunny Lasers are just deadly rainbows

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    You could have the lights less close from the walls to avoid that bright effect you can see and change some to light_spots in 256hu tall rooms, like the ones in the 3rd schreenshot
    [​IMG]
    thumbs up for that translucent viewmodel :jimijam:

    You can also type in the console:
    Code:
    sv_cheats 1
    cl_drawhud 0
    r_drawviewmodels 0
    To get rid of the hud and the 'weapons' when taking screenshots in case you didn't know ;)

    EDIT: corrected the last console command. How could I get it wrong -_- ?
     
    Last edited: Jun 12, 2016