- Sep 18, 2008
- 28
- 10
!!UNDERHEAVY CONSTRUCTION!!
Im going back through and rebuilding from scratch, shrinking all the play areas and shrinking the paths between and two each cap for faster gameplay.
So I have been working on this CP map of mine for well, since i joined tf2mappers basicly, i've built it and torn it down, several times learning, optimizing to the best of what i've learned, and so on and so forth, And I feel that im ready for my first beta. Im not sure that Im supposed to be calling it a beta yet or not, correct me please if I'm wrong this is my first release of any sort.
My plan was to create a Map similar to my favorite valve map, Gravel Pit, but I've added a twist, Im going for Gpit with a kinda dustbowl ending. Hopefully Im atleast somewhat successful in that, but hopefully more successful in just having a map the runs semi decent in the earlier stages and has potential and perhaps a future.
The map takes place at the peak of a mountain where Red has built a secret missle base, Blue found out about the base from some intelligence from previous battles. After taking the ground base, Blue takes a mine shaft elevator, to what is their spawn. The Map is attack and defend like Gravel pit, With a forth capture point.
download at
http://forums.tf2maps.net/downloads.php?do=file&id=952
Beta 5
-Rebuilt D
-red has a new second respawn
-add secondary path to D
-added doors to C basement at A and AB entrances (open at point A and B capped)
-cleaned up displacments a bit
-shunk a bit more play area
-changed some props around the map (thanks to Velvetfistironglove for rock upload)
-changed rock texture to alpine rockwall texture (thanks to JoshuaC for upload)
-got heavy stretcher model working finaly (I HOPE!) (thanks to mic for upload)
-Added second first to second floor stairway At A
Beta 4
- added a new entrance/exit to C
- added another exit to red spawn at D
- Fixed all doors
Beta 3
- added lighting in a few spots
- added more direction for red
- Set Respawn wave times
- fixed a few player clips
- took a suggestion and shrunk A play area slightly
- Fixed ambient Light
- added more props for depth
Beta 2 released:
25% smaller
Red wins when time runs out
C can no longer be capped back
more signs added (still need a few more)
tree brushes are more realistic now
if anyone has time to test this on their servers it would be greatly appreciated
all feedback is aswell.
thanks to Grim for putting it on his server for me
Im going back through and rebuilding from scratch, shrinking all the play areas and shrinking the paths between and two each cap for faster gameplay.
So I have been working on this CP map of mine for well, since i joined tf2mappers basicly, i've built it and torn it down, several times learning, optimizing to the best of what i've learned, and so on and so forth, And I feel that im ready for my first beta. Im not sure that Im supposed to be calling it a beta yet or not, correct me please if I'm wrong this is my first release of any sort.
My plan was to create a Map similar to my favorite valve map, Gravel Pit, but I've added a twist, Im going for Gpit with a kinda dustbowl ending. Hopefully Im atleast somewhat successful in that, but hopefully more successful in just having a map the runs semi decent in the earlier stages and has potential and perhaps a future.
The map takes place at the peak of a mountain where Red has built a secret missle base, Blue found out about the base from some intelligence from previous battles. After taking the ground base, Blue takes a mine shaft elevator, to what is their spawn. The Map is attack and defend like Gravel pit, With a forth capture point.
download at
http://forums.tf2maps.net/downloads.php?do=file&id=952
Beta 5
-Rebuilt D
-red has a new second respawn
-add secondary path to D
-added doors to C basement at A and AB entrances (open at point A and B capped)
-cleaned up displacments a bit
-shunk a bit more play area
-changed some props around the map (thanks to Velvetfistironglove for rock upload)
-changed rock texture to alpine rockwall texture (thanks to JoshuaC for upload)
-got heavy stretcher model working finaly (I HOPE!) (thanks to mic for upload)
-Added second first to second floor stairway At A
Beta 4
- added a new entrance/exit to C
- added another exit to red spawn at D
- Fixed all doors
Beta 3
- added lighting in a few spots
- added more direction for red
- Set Respawn wave times
- fixed a few player clips
- took a suggestion and shrunk A play area slightly
- Fixed ambient Light
- added more props for depth
Beta 2 released:
25% smaller
Red wins when time runs out
C can no longer be capped back
more signs added (still need a few more)
tree brushes are more realistic now
if anyone has time to test this on their servers it would be greatly appreciated
all feedback is aswell.
thanks to Grim for putting it on his server for me







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