Hello all,
Tempest is a single round payload map a tad smaller than badwater. It is being developed by a team of game designers from the VFS Game Design program. We said we wanted to do a TF2 payload map after we graduated so we are
There is a bunch of info including progress videos and screen shots available on our progress blog at http://tf2tempest.wordpress.com/.
Our map is running 24/7 at 216.6.236.112:27015.
Our "official" open Alpha release will be ready by our next test session. At this point we have done a bunch of closed Alpha Test sessions and now are seeking more feedback. We hope some of you and your valued opinions will come push little cart with us and our existing test crew.
The version up has some known issues.
-Some of the spawn room team barriers are not in. (Fixed by next week)
-The awarding of points is wonky. (We are gonna tear out the cart we have and replace it with Boojum Snark's one from his toolkit of radness)
-The end of the round some times "hangs" (ditto)
-You can see the "back" of the map due lack of a 3D skybox. (low priority atm)
-Its slow due to a fast compile. (full complie for next week)
Art and lighting has a long way to go yet.
Our goal is to get this map into regular rotation and if we are right full of awesome included in a upadate.
[NOTE : I guess we jumped a the gun a little...Lighting and better screenshots to be added ASAP ]
Tempest is a single round payload map a tad smaller than badwater. It is being developed by a team of game designers from the VFS Game Design program. We said we wanted to do a TF2 payload map after we graduated so we are
There is a bunch of info including progress videos and screen shots available on our progress blog at http://tf2tempest.wordpress.com/.
Our map is running 24/7 at 216.6.236.112:27015.
Our "official" open Alpha release will be ready by our next test session. At this point we have done a bunch of closed Alpha Test sessions and now are seeking more feedback. We hope some of you and your valued opinions will come push little cart with us and our existing test crew.
The version up has some known issues.
-Some of the spawn room team barriers are not in. (Fixed by next week)
-The awarding of points is wonky. (We are gonna tear out the cart we have and replace it with Boojum Snark's one from his toolkit of radness)
-The end of the round some times "hangs" (ditto)
-You can see the "back" of the map due lack of a 3D skybox. (low priority atm)
-Its slow due to a fast compile. (full complie for next week)
Art and lighting has a long way to go yet.
Our goal is to get this map into regular rotation and if we are right full of awesome included in a upadate.
[NOTE : I guess we jumped a the gun a little...Lighting and better screenshots to be added ASAP ]
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