- Jun 23, 2008
- 15
- 0
Guys im realy in trubble trying to make a nice TF2 feel for my map. any tips on "how to think" ... 
im far from done coz i dont want to post a picture of my map here when it looks like a bad HL texture... altho i can give you guys an idea of what im trying to acompliss with my first creation.
"Red= defend Blue=attack" just like dustbowl setup... (and im having problems figuering out these entety setups... might be im just "slow"..:blush:
3 CP, 1= roof close to blue´s spawn "hard to defend" 2= inside the bunker lv 1 (avrage defense capabilities.) 3= inside the lowest room in the bunker easy to defend and closest to the red base.
This map is going to contain tunnels/airdukts/narrow korridors/ and a big grand pipe system. for the last room.
All in all im hoping the gameplay is going to be awsum on it.. and not the other way around...
more info on a later basis with screenes etc.
(exuse my spelling :blushing: "hope its understandeble atleast...)
im far from done coz i dont want to post a picture of my map here when it looks like a bad HL texture... altho i can give you guys an idea of what im trying to acompliss with my first creation.
"Red= defend Blue=attack" just like dustbowl setup... (and im having problems figuering out these entety setups... might be im just "slow"..:blush:
3 CP, 1= roof close to blue´s spawn "hard to defend" 2= inside the bunker lv 1 (avrage defense capabilities.) 3= inside the lowest room in the bunker easy to defend and closest to the red base.
This map is going to contain tunnels/airdukts/narrow korridors/ and a big grand pipe system. for the last room.
All in all im hoping the gameplay is going to be awsum on it.. and not the other way around...
more info on a later basis with screenes etc.
(exuse my spelling :blushing: "hope its understandeble atleast...)