- Jul 9, 2008
- 601
- 142
WIP
my second map,first payload map ever developed by me
4-CP map with some nice horizontal and vertical gameplay, also featuring a lot of close- and mid-combat gameplay
in development since 15.12.2008, was frozen 4 some time,but now on track
BUILDLOG:
PREVIOUS VERSIONS: http://forums.tf2maps.net/attachment.php?attachmentid=891&stc=1&d=1238315954
------------------------------------------------------------------------------------------
b38(upd.22.03.09 13.00msk)
thinking of 3rd and 4th game zones
new:
-massive background improvement in all gamezones
-some new game areas
-bluspawn B added (temp. redspawn)
-additional game areas&alternate routes in gamezone B
fixes:
-fixed some "stucks"
-fixed some walls starting above the ground
-fixed some strange shadowing
-fixed "stuck" in payload cart model
improvements:
-some tonemap improvements
-added some CLIPs for smother player movement
known issues:
-some displacement missalign
-some props missalign
------------------------------------------------------------------------------------------
pre-b39(upd.29.03.09 10.00msk)
thinking of 3rd and 4th game zones
new:
-new geometry in gamezone B
-new building in gamezome B
-added spawndoors (now rly working) on blu spawn_1
-added door between gamezones A and D (closes after 1st cap)
-added func_respawnroomvisualizer on bluspawn 1
-added signs(dynamic) for better orientation
-added forward blu spawn on cap_B in gamezone B
fixes:
-fixed occluders
-fixed blubase on payload hud using red icon
-fixed the ability to stuck between gamezones A and D on capturing point A
improvements:
-improved perfomance (10-80%,avg:20%)
known issues:
-strange visleaf behaviour
-still below 150fps in gamezone B
#################################################
DEVLOG:
-concept #DONE#
-art #DONE#
-initial build (~10) #DONE#
-dev.builds (~40-50) #in progress#
-playtest1* #DONE#
-playtest2*
-teaser
-playtest3*
-beta**
-beta2**
-release
*closed playtest,number represents map versions and not the number of test
**a version for the "gameday",balanced after some close tests, fully opdened with download links
my second map,first payload map ever developed by me
4-CP map with some nice horizontal and vertical gameplay, also featuring a lot of close- and mid-combat gameplay
in development since 15.12.2008, was frozen 4 some time,but now on track
BUILDLOG:
PREVIOUS VERSIONS: http://forums.tf2maps.net/attachment.php?attachmentid=891&stc=1&d=1238315954
------------------------------------------------------------------------------------------
b38(upd.22.03.09 13.00msk)
thinking of 3rd and 4th game zones
new:
-massive background improvement in all gamezones
-some new game areas
-bluspawn B added (temp. redspawn)
-additional game areas&alternate routes in gamezone B
fixes:
-fixed some "stucks"
-fixed some walls starting above the ground
-fixed some strange shadowing
-fixed "stuck" in payload cart model
improvements:
-some tonemap improvements
-added some CLIPs for smother player movement
known issues:
-some displacement missalign
-some props missalign
------------------------------------------------------------------------------------------
pre-b39(upd.29.03.09 10.00msk)
thinking of 3rd and 4th game zones
new:
-new geometry in gamezone B
-new building in gamezome B
-added spawndoors (now rly working) on blu spawn_1
-added door between gamezones A and D (closes after 1st cap)
-added func_respawnroomvisualizer on bluspawn 1
-added signs(dynamic) for better orientation
-added forward blu spawn on cap_B in gamezone B
fixes:
-fixed occluders
-fixed blubase on payload hud using red icon
-fixed the ability to stuck between gamezones A and D on capturing point A
improvements:
-improved perfomance (10-80%,avg:20%)
known issues:
-strange visleaf behaviour
-still below 150fps in gamezone B
#################################################
DEVLOG:
-concept #DONE#
-art #DONE#
-initial build (~10) #DONE#
-dev.builds (~40-50) #in progress#
-playtest1* #DONE#
-playtest2*
-teaser
-playtest3*
-beta**
-beta2**
-release
*closed playtest,number represents map versions and not the number of test
**a version for the "gameday",balanced after some close tests, fully opdened with download links
Last edited: