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pl_outback_rc4

  • S.W.A.T.Y
  • July 11, 2009 at 6:47 PM
  • S.W.A.T.Y
    • July 11, 2009 at 6:47 PM
    • #1

    Flythrough of the map

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    RC4 is finally out, this is pretty much final, I'm not releasing any more versions of Outback, I feel like Outback is perfect now.

    Download

    http://forums.tf2maps.net/showthread.php?t=7715

    RC3 to RC4 Changes:

    -Fixed some player clipping problems around the map

    -Disabled collision on some props to avoid players getting on them.

    -Fixed some brush work problems.

    -More optimization using hints/skips

    -Fixed some displacements popping out.

    -Made the one way door at the last point both way door to make it easy for blue to attack red team.

    -Added another route to last point.

    DOWNLOAD

    http://forums.tf2maps.net/downloads.php?do=file&id=1890

    [Blocked Image: http://i27.tinypic.com/16hopip.jpg]

    [Blocked Image: http://i27.tinypic.com/w06urp.jpg]

    [Blocked Image: http://i27.tinypic.com/2mh3cw.jpg]

    [Blocked Image: http://i27.tinypic.com/5a58qw.jpg]

    [Blocked Image: http://i26.tinypic.com/2rpthr7.jpg]

  • dux
    • July 11, 2009 at 6:55 PM
    • #2

    Awesome work :]

  • Grinwhrl
    • July 11, 2009 at 6:59 PM
    • #3

    Looks good, but the last shot is super bland and all I can see is Browness. You might want to add a ton of variety to that area. Also, the road that runs through the exterior of the level doesn't really fit the theme because of how clean the texture is. First thing that came to mind is race track.

  • S.W.A.T.Y
    • July 27, 2009 at 6:44 AM
    • #4

    http://forums.tf2maps.net/showthread.php?t=7715

    Beta 7 is out folks and the map is MUCH smaller now.

    b6 to b7 changes:

    -Fixed a hole in the gates of the blue's first spawn.

    -Fixed a floating prop after the 3rd point.

    -Added a bit of lighting to the blue building at the first part of the map.

    -Made the first and second part of the map a lot smaller now.

    -Added a bit more lighting to blue's first spawn.

    -Fixed a bunch of clipping issues.

    -Fixed a few visible nodraw surfaces.

    -Closed off the red building near the 3rd point.

    -Added more details overall.

    -Added more health/ammo packs to certain areas.

    -Added stairs to the 3rd Blue spawn which lead you to the sniper deck.

    -Added Volumetric lighting to certain areas of the map.

    -Added Dynamic signs to the map.

    -Redesigned a some areas of the map.

    -Fixed some places where players would get stuck.

    -Fixed the animation on the resupply cabinet not working.

    -Improved performance vie func_occluder.

    -Reduced the filesize by 2MB.

  • Warby
    • July 28, 2009 at 9:38 PM
    • #5

    the backgrounds are a bit more busy than your standard tf2 fair ... but i dig !

  • 2d-chris
    • July 29, 2009 at 7:35 PM
    • #6

    [Blocked Image: http://i28.tinypic.com/2vinhpw.jpg]

    epic win

  • S.W.A.T.Y
    • July 31, 2009 at 5:06 AM
    • #7

    Video flythrough of the map

    http://www.youtube.com/watch?v=aDHJIrXatt4

  • S.W.A.T.Y
    • August 9, 2009 at 6:48 AM
    • #8

    BETA 8 IS OUT, CHANGED THE NAME OF THE MAP TO WINNEBAGO.

    Change Log from b7 to b8

    b7 to b8 changes:

    -Fixed a few visible nodraw spots in the map.

    -Fixed some displacement problems near the 1st red spawn.

    -Fixed some places where players would get on the windows of the 1st red's spawn.

    -Fixed a place in the 1st red spawn where engis would build in the spawn.

    -Clipped some stairs to make it easier for players to get up the stairs.

    -Improved performance via func_occluder.

    -Fixed a problem with cubemaps.

    -Clipped a lot of buildings that players were getting stuck on.

    -Made the 2nd part of the map a bit smaller after the 1st point.

    -Added a bridge after the 3rd point.

    -Prop optimization.

    -Added more details around the map.

    -Fixed a case where pyros would kill players through the gates of the first spawn.

    -Fixed the doors not closing after capping the 1st point for the 1st red spawn.

    -Added a door after capping the 1st point preventing the red players from going back to the spawn.

    -Redesigned a few buildings.

    -Changed the name of the map to Winnebago.

  • S.W.A.T.Y
    • August 18, 2009 at 3:32 AM
    • #9

    Beta 9 is out folks, CHANGED THE NAME OF THE MAP TO OUTBACK

    Change Log from b8 to b9

    b8 to b9 changes:

    -CHANGED THE NAME OF THE MAP TO PL_OUTBACK (WON'T CHANGE ANYMORE!)

    -Removed the Do not enter sign on the door of red first spawn.

    -Fixed a visible nodraw brush on the first part of the map.

    -Fixed a bunch of places where players would get stuck.

    -Removed the stairs before the 2nd cap on the right side so that red has an advantage and can deal with the setbacks.

    -Improved performance at the last part of the map.

    -Added more details to the map around the map.

    -Fixed the explosion debris floating in the air.

    -Fixed some nodraw brush visible around the map.

    -Gave the blue team an extra 1:30 mins to cap the first point.

    -Filled up some empty spaces around the map.

    -Made the area between cap A and B a lot smaller now.

    -Improved performace in the 3D skybox.

    -Fixed a bunch of clipping issues.

    -Added more lights to the area under the house after capping the first point.

    -Clossed off a lot of empty areas around the map.

    -Fixed a place at the last cap where you could land on some solid objects.

    -Fixed some displacements issues.

    -Removed the stairs near the 3rd point.

    -Removed blue's 3rd spawn and made them spawn in red's spawn after capping the 3rd point.

    -Clipped a few stairs around the map.

    -Reworked Blue's first spawn.

    -Fixed the weird shadows.

    -Fixed the sound capping issue.

    -Moved the 3rd point a bit back.

    -Prop optimization.

    -Changed the skin of the loudspeaker prop outside the blue base.

    -Fixed the cart flying in some parts of the map.

    -Fixed a few problems with the 3D skybox.

    -Fixed some incorrect spawnpoints.

    [Blocked Image: http://i29.tinypic.com/2w3amj4.jpg]

    [Blocked Image: http://i29.tinypic.com/znr5ub.jpg]

  • S.W.A.T.Y
    • August 30, 2009 at 12:30 AM
    • #10

    OUTBACK GOES RC!

    Change Log from b9 to RC

    b9 to RC changes:

    -Fixed a problem with the 2nd red spawn with players camping the spawn

    -Made a second spawn for the red team at the last point.

    -Moved the last point closer to the sniper road therefor fixing the long distance between the 3rd point to the last.

    -Completely redesigned the last part of the map.

    -Fixed some problems with the shadows in the spawnrooms.

    -Fixed the sniper road after the 2nd point floating in the air.

    -Fixed a bunch of clipping issues.

    -Fixed some displacement problems around the map.

    -Added collision to some props.

    -Added detail around the map.

    -Improved Blue's first spawnroom.

    -Fixed some fading problems with the props around the map.

    -Improved alignement on some textures.

    -Fixed some visible no draw brushes.

    -Removed dust motes.

    -Removed a few stairs at the 2nd point.

    -Improved a bit fps around the 1st and 2nd part of the map.

    -Clossed off some paths around the last part of the map.

    -Reduced the filesize by 5MB.

    DOWNLOAD

    http://forums.tf2maps.net/downloads.php?do=file&id=1890

  • S.W.A.T.Y
    • September 8, 2009 at 11:14 PM
    • #11

    Rc2 will be out very soon with some good changes.

  • Freak
    • September 9, 2009 at 6:11 PM
    • #12

    in the second last picture theres a walkway over the road, but noone can get ontop of that walkway cuz there are no doors or something (gameplay-wise: are you able to jump on there from one of these roofs?) its kinda weird

    the road is still to clean btw

  • S.W.A.T.Y
    • September 11, 2009 at 10:10 PM
    • #13

    RC2 IS OUT PEOPLE!

    http://forums.tf2maps.net/downloads.php?do=file&id=1890

    Change Log from RC to RC2

    RC to RC2 changes:

    -Fixed some props clipping to the wall.

    -Prop optimization throughout the map.

    -Made the 2nd Red spawn deeper underground to give the blue team a chance to attack.

    -Fixed some overlays problems.

    -Fixed 99% of the clipping issues.

    -Fixed a bunch of displacement issues.

    -Clipped all the stairs in the map.

    -Made some changes around the last part of the map.

    -Closed off some corners around the last part of the map to give red more support to defend.

    -Gave blue team more time after capping the 1st and 3rd point.

    -Improved fps first part and last part of the map.

    -Reduced the spawn time for red team to 8 secs after the 2nd cap.

    -Fixed some ugly shadows around the map.

    -Added Spec Cameras to the map.

    -Optimized the map with hint and skip brushes in some areas.

    -Added a dynamic sign for the red team at the 2nd spawn making it less confusing where to go.

    -Fixed a few doors not opening fast enough.

  • S.W.A.T.Y
    • September 29, 2009 at 10:06 PM
    • #14

    RC2 to RC3 changes:

    -Added menu photos when you first load up the map.

    -Fixed a few places where you get stuck

    -Changed Red Team's last spawntime to 14 secs.

    -Fixed some minor issues withe spec cameras.

    -Fixed a problem with the timer going over 10mins when capping.

    -Fixed a few textures overlapping.

    -Fixed a few visisble nodraw brushes at the first part of the map.

    -Fixed the C sign at the last point to say D.

    -Fixed a floating sign in red's 2nd spawn.

    -Map optimization with hints/skips

  • S.W.A.T.Y
    • November 16, 2009 at 1:25 AM
    • #15

    RC4 is finally out, this is pretty much final, I'm not releasing any more versions of Outback, I feel like Outback is perfect now.

    Download

    http://forums.tf2maps.net/showthread.php?t=7715

    RC3 to RC4 Changes:

    -Fixed some player clipping problems around the map

    -Disabled collision on some props to avoid players getting on them.

    -Fixed some brush work problems.

    -More optimization using hints/skips

    -Fixed some displacements popping out.

    -Made the one way door at the last point both way door to make it easy for blue to attack red team.

    -Added another route to last point.

  • Lord Ned
    • November 16, 2009 at 6:15 AM
    • #16

    Did you test the door and hallway you added?

  • S.W.A.T.Y
    • November 16, 2009 at 7:35 AM
    • #17
    Quote from Lord Ned

    Did you test the door and hallway you added?

    Yeah? Why would I release the map if the doors wouldn't work?

  • Lord Ned
    • November 17, 2009 at 2:45 AM
    • #18

    I meant a gameplay test you silly billy.

  • S.W.A.T.Y
    • November 17, 2009 at 4:53 AM
    • #19

    Well, of course, in Rc3 it was basically 2 ways counting the ramp above to get to the last cap which made it impossible to win unless you had 30 medics with uber ready but with the new route in RC4, all the spam seems to be gone, people seem to like the new route.

  • S.W.A.T.Y
    • November 20, 2009 at 4:13 PM
    • #20

    I tested the map with Valve's models and it made the sniper scene part of the map look 100x better but the only problem is that it made the filesize 210MB and it was taking forever for people to download the map so I decided to remove them.

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