The Frontline Experience

CP The Frontline Experience S1A5

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
498
848
The Frontline Experience - Relive the Frontline Trailer to it's fullest, or at least my interpretation of it.

20170312015846_1.jpg


STAGE ONE OF THREE!
Only this first stage is done. Will become a 3 stage A/D map like Dustbowl.

First Stage: D-Day recreation
Second Stage: Trench warefare
Third Stage: ???

=Featuring=
  • An opening cinematic! (voice lines to come) (Blu team only)
  • Functioning turret spots!
  • And of course, your daily dose of mines
More pics:
20170312015912_1.jpg 20170312030038_1.jpg 20170312030105_1.jpg


It's a joke map
 

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
498
848
Nobody on Blu team liked sitting as a spectator, so I made an improved cinematic where Blu players gets to ride in on their own landing craft to build player hype and uber. Also added new flank routes and altered some other routes.

*Changelog*
  • Removed cutscene and instead Blu players start in their own fake boats.
  • Turrets now grant minicrits.
  • New flank routes into last.
  • Adjusted the spawnroom position of Red.
  • Widened Red's right ramp.
  • Removed alot of mines.
  • Slightly more cover around last CP.
  • Adjusted health/ammo.
  • Some optimizations.
  • Fixed skybox/nodraw issue.
  • Fixed exploit

Read the rest of this update entry...
 

Infomaniac

L6: Sharp Member
Nov 29, 2015
374
207
Yes, this is a perfect map.
 

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
498
848
Basically, since everyone on Blu was spread out and had so many routes, there was no effective push being made into Red's base. Therefore, I removed the entire left flank, so that way, people should funnel through the middle and right side into an effective push. Also a new route that exposes Red should help with dealing with engies. I also put nobuild on the ramps and the cp. Generally speaking, sentries are far less OP now.

*Changelog*
  • Increased B cap zone to fit entire length of corridor.
  • Moved entire Red spawn to be under the point, requires a loop around;
    • (Effectively nerfing engineers; they were too op)
  • Also put nobuild on the capture area (sorry, I'm no fun).
  • Removed Red's entire right area (players should funnel for an effective push into B now)
  • Expanded one-way door in the flank route.
  • Added a new one-way door that leads to above Red's Spawn.
  • Adjusted health/ammo.

Read the rest of this update entry...
 

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
498
848
I wanted to upload the textured version of a4, but I'm going to hold that off until April Fools. Thus, everything is still dev textures.

*Changelog*
  • Redesigned last so that the cp is more open.
  • Removed turret minicrits.
  • Removed a metal barrier on A.
  • Increased cap time of A to 10s
  • Decreased Blu's uber to 3s from 4s
  • Blu earns a temp. speed boost on spawn after capping A.
  • Increased Red's respawn time after A is capped.

Read the rest of this update entry...
 

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
498
848
Misc Changes. Pretty much the "final" version of stage 1.

*Changelog*
  • Added ramp from A to upper area that leads to B.
  • Removed turret gimmick (oh well, no more gimmicks).
  • Reduced Red's Respawn wave time by 2s.
  • Raised cap time of B to 5 seconds.
Pics:
20170405180829_1.jpg 20170405180839_1.jpg 20170405180854_1.jpg 20170405180906_1.jpg

Read the rest of this update entry...
 
Last edited:

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
I'm not sure where you sourced these icons...

005CA872BC734B0F8BC987A215C46E431C156C60


...but at 900p and with my face right up in it I still can't see the pixels. I can see the pixels easier on my own bottle's viewmodel. This is a good sign that you might be using a higher-res image than necessary. Or is this one of those textures that uses $distancealpha to smooth off its edges?
 

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
498
848
I'm not sure where you sourced these icons...

005CA872BC734B0F8BC987A215C46E431C156C60


...but at 900p and with my face right up in it I still can't see the pixels. I can see the pixels easier on my own bottle's viewmodel. This is a good sign that you might be using a higher-res image than necessary. Or is this one of those textures that uses $distancealpha to smooth off its edges?

It's an overlay from the Frontline pack. It's meant to be placed on the ground on a health/ammo drop crate, but here I just shrunk it down from like 512x512. That's why it's much higher res. Though I'm not sure about the $distancealpha.