sludge_a5 (This map has been abandonned, but it was an awesome first mapping project that taught me many neat things ) CP_SLUDGE cp_sludge is a 3cp, single stage A/D map (Like cp_manor/mountainlab). As a alpha, i would like to get TONS of feedback about how to turn it into a great map, gameplaywise . (Wait with the detailing feedback untill beta) Thanks to: - TF2maps for the construction pack, hosting and feedback - GNQ (Give No Quarter) for motivation :3 - Void for his smexy nuclear waste textures - Leminnes for floathing barrels - Rexy for the awesome forklift I really hope you like it. This might just be the first of MANY entries from me :O :O :O Fixlist (Things to fix for next version): - Add additional blue spawn - Remove/Replace door that "sucks" - Improve Displacements - Tweak respawn times - Improve optimization - Fix a ramp that does'nt behave :3 - Rework point A
A has huge stairs; make sure they're 8x12. B seems to have only one way onto it, that might cause a problem. C looks open and flat, kinda boring. I highly enjoy 3CPAD maps, throw this one up for gameday sometime.
Finally the images I needed to be convinced and oh am I happy to see that there weren't just random prop placements as in first image. Looking good.
Thanks for your very helpfull comment :thumbup: I agree on everything you said. It will be fixed in a2 Thanks =D Btw, TEST IT everybody Help me find all the evil glitches, bugs and flaws
Downloaded and tested: -No spectator cameras -Point capping times seems too long (or just feels so as I'm testing it alone) -Need some arrows to point the right way -Red start has 3 exit paths but 2 of them are hard to find at the moment -Didn't realize there were glass here when I was standing on the point -The roof here is too low, can't get up there without crouching -Wanted to shoot through here as it looked possible. -It is possible from here to see inside red spawn becouse of the window (above the crosshair) Some things I saw before gametesting
26/6 - 2011: a5 - Added observer points - Added cover at various spots - Fixed some brush related stuff - Marked some triggers