Wiretap

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Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,855
Tied for Fifth Place with Aly's Cloudburst

Reconnaissance! Espionage! Telecommunications!

RED and BLU find themselves in the midst of a scandal. Each team has acquired recorded conversations of eachother - which may lead to one being shut down.

In an effort to retain a lovable reputation, RED and BLU must recover their stored data from the opposite team before the other can do the same!

With a slew of cover-ups revolving around one Epsilon Telecommunications branch, the teams face off in a fast-paced battlefield set between two major Spytech bases.
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wiretap_promo_final.png

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Alpha I - January 22, 2010
Alpha II - January 28, 2010
Alpha III - January 31, 2010
Alpha IV - February 6, 2010
Alpha V - February 14, 2010
Alpha VI - February 20, 2010
Alpha VII - February 27, 2010
Alpha VIII - March 7, 2010
Alpha IX - March 13, 2010
Alpha X - March 21, 2010
Alpha XI - April 6th, 2010
Beta I - May 6th, 2010
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Thanks to:

Rexy
Foda
Supertoaster
Snacks
Ravidge
Aly
Icarus
DaBeatzProject
The Swamp Team
 
Last edited by a moderator:

Trotim

aa
Jul 14, 2009
1,191
I'd say either close some rooms you have inside the buildings or get rid of some door frames. It may only have been the dev textures but the area right outside of spawn looked all the same.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,855
Did a quick compile to show some updates to expect

ctf_wiretap_a20000.jpg


ctf_wiretap_a20001.jpg
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,855
Alpha II
- Removed Crates near Intel, added small room in place
- Added side route to Intel
- Added secondary Spawn exit
- Revamped Buildings outside the garage doors
- Changed tunnels to canyons
- Added cover to sides of the bridge
- Revamped Health and Ammo placement
- Changed Flag Return time to 45 seconds
- Various clipping
- Various, extremely minor detailing

ctf_wiretap_a20002.jpg

ctf_wiretap_a20003.jpg

ctf_wiretap_a20004.jpg

ctf_wiretap_a20005.jpg

ctf_wiretap_a20006.jpg
 

nik

L12: Fabulous Member
Aug 14, 2009
987
looks wonderful, but is the lighting REALLY bright, like drugstore bright on purpose?
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,855
I don't think it's that bright. It's just the contrast between inside and out.
 

cadeonehalf

L1: Registered
Oct 19, 2009
32
I loooove the architecture of this map. The direct route to the intel also rocks.
This strikes me as another rape sentry spot:
ctf_wiretap_a20000.jpg


I also think the map could use a couple more signs directing gameplay. It was difficult to spot the air duct entrance and the path to get up on that bridge in the center.
 

Radaka

L420: High Member
May 24, 2009
494
After a short playtest, I can say that it is a good map, but maybe small (not in travel times, but in the size of some areas, like the insides of the base, and perhaps the width and playable area of the middle).
 

Moose

L6: Sharp Member
Nov 4, 2009
312
After a short playtest, I can say that it is a good map, but maybe small (not in travel times, but in the size of some areas, like the insides of the base, and perhaps the width and playable area of the middle).

This is exactly what I was thinking, those areas of the map could stand to be larger. Also, some of those spytech doorways felt like they were in the way, so consider getting rid of a few of the ones that aren't necessary.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,855
Alpha III
- Added more signs
- Made Vent entrance more apparent
- Refined railings on the Bridge
- Removed a set of Handrails from the Intel room overlook
- Added custom sky
- More various clipping
- More various, extremely minor detailing

ctf_wiretap_a30004.jpg

ctf_wiretap_a30005.jpg

ctf_wiretap_a30006.jpg

ctf_wiretap_a30007.jpg

ctf_wiretap_a30008.jpg


I can probably even start full-on detailing after this. :O
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,077
Some of the lights were solid, which prevented me from double jumping inside the base.