Have some maps! cp_insight_192: pre-alpha More pics: Second Last, no lights An untested pre-alpha 5CP map taking place in a ravine-like cave. I made this after making cp_sleekcrete, so this was my second attempt at 5CP. I had very little planned for this map, except that it would be in a jungle/aztec temple/abandoned military bunker kind of theme. This is when I started developing pl_coalbed, so I pushed this one aside. Open project, no credits necessary (a special thanks would be preferred). DOWNLOAD CP_INSIGHT_192.ZIP Trivia: Since I draw my maps before making them in Hammer, I have to scale things accordingly from the paper to Hammer. That's what the _192 prefix stands for, 1 square = 192 units _________________________________________________________________________________ pl_martialkombat_72_a3: alpha More pics: B point Last point Like the name suggests, a 72h payload map (summer 2014) set in Mars. The objective is to destroy a crashed UFO that RED has been investigating (or something like that) This one got plenty of votes (it was around 5th place or so), and I honestly didn't know why. I personally detest this map for it's boring openness and unimaginative layout. People liked it, so therefore I'll give it away for someone else to work on. Note: C and last were thought to be the worst points. Open project, no credits necessary (a special thanks would be preferred). DOWNLOAD PL_MARTIALKOMBAT_72_A3.ZIP _________________________________________________________________________________ pl_waffe_72_a3: alpha Second pic My first 72h map using a circuit-payload gamemode. Oh god this map is ass. But here it is nonetheless. Fighting areas were ok, but the objective was as good as broken. I hate this one, I really do. But, as my first 72h map, I felt really proud of it (until I got to play it) Open project, DON'T give credit (I never made this abomination) DOWNLOAD PL_WAFFE_72_A3.ZIP _________________________________________________________________________________ pl_fervor_a3 DOWNLOAD a3_vmf.zip THREAD : http://forums.tf2maps.net/showthread.php?t=22006 My first proper map, an ambitious 3 stage PL map where you start in the blistering cold and push your way into the scolding hot. The map needed to be upscaled, everywhere. I was too lazy to do it at the time and left it to rot. I think this map is ok, but nothing special. (it will always hold a special place in my heart though ) Open project, give credit
and you know what payload is. So basicly, you push the cart alongside a track (forever and ever, or when the time runs out)
Oh, okay. I might pick it up, seems to have potential. Any info about it? Complaints? I'd just like to know any player feedback you got.
Please can you share how did you achieve making the cart go around without a defined end point? It might just be the last major missing piece in creating a gamemode idea I once tried to make, that I abandoned for this reason exactly!
The thing is, the track has a defined end point. I just teleported the cart back to the start and reset the points. I noticed when making the logic for pl_waffe that the train_watcher didn't approve of a circular path and made the map crash on load. I learned to fix that when making tc_caprock, using toggleable branch paths to "stop" the train_watcher from crashing Complaints: Spawns, never ending rounds, lighting, lack of flow creating a messy deathmatch (hightower-syndrome)
Whats wrong with the lighting? Seemed rather fine, if a bit too bright. Spawns are definately issues, but I have an idea on how to fix the never ending rounds at the same time. New name: pl_electron. Will start on it eventually, as I still have some stuff to do. My first map is very nearing completion; all that's left is the lights, spawn area, and area/optimisation stuff! Then your map