Zinc

PD Zinc a12

Capp

L4: Comfortable Member
Jan 20, 2017
169
31
Capp updated Zinc (V2) with a new update entry:

a3

-Moved the healthpacks at the bottom inside the nearby houses
-Fixed some spawndoors showing up on the roof when open
-Fixed being able to cap points while standing on the bridge over the capzone
-Fixed a spot where players could get stuck when teleporting
-changed the wait timer from 40s to 30s

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Katsu! :3

Veteran Cat
aa
Jul 30, 2021
813
511
I said this when I played on Zinc on the server but I think you have a near-perfect layout in just these few alphas. You've done exactly what is needed for a PD map:
  • Satisfying Combat
  • Able to Justify the Gamemode
  • Rotate times are fair for both teams

Really, I think going into beta rn would be more than reasonable, I was really impressed with how much of an improvement this was over the original Zinc. There could potentially be some nitpicks here and there, but I think those would mostly be about PD itself rather than your own map. Nice job!
 

Capp

L4: Comfortable Member
Jan 20, 2017
169
31
Capp updated Zinc (V2) with a new update entry:

a4

-Included a new, custom made zinc ingot pickup
-new model for the capture zone platform, now it can (hopefully) work with tf_glow
-change positions of pickups to incentivize fights at lower points of the map
-small detailing and texturing changes
-small clipping improvements
-reduced the winning countdown from 10s to 3s

Shoutout to Tumby for the custom pickup and platform models!

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Capp

L4: Comfortable Member
Jan 20, 2017
169
31
Capp updated Zinc with a new update entry:

a11

-fixed a bug where stickies would float midair when placed on the rising platform (shoutout to sprinkles fo the vscript!)
-Changed some geometry, roofs outside of lower spawn are now accessible (no teleporters, though)
-Clipping improvements
-Small pickup placement improvements
-Other stuff???

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