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cp_mainline_rc6

  • S.W.A.T.Y
  • October 18, 2009 at 8:29 PM
  • S.W.A.T.Y
    • October 18, 2009 at 8:29 PM
    • #1

    [Blocked Image: http://i44.tinypic.com/aa7z81.jpg]

    [Blocked Image: http://i44.tinypic.com/ak8nwp.jpg]

    [Blocked Image: http://i40.tinypic.com/s46s9e.jpg]

    Download

    http://www.fpsbanana.com/maps/download/121908

    Change Log from RC5 to rc6

    -Removed the "fake doors"

    -Big fps boost around 2nd and mid point.

    -Removed the crate at mid and placed a platform

    -Made 2nd easier to defend by putting a door where the glass window was so that makes it easier to defend it.

    -Removed the small health pack at 2nd point.

    -Lowered the cap point on last, height wise so it should be easier to attack it and attacking it.

    -Removed the big pipe on last and raised the ground so its easier accessing the point.

    -Fixed the splash dmg at mid.

    -Added a cover when you get out of the first spawn so it takes some time to get around it and get to the point and people wont hide in the spawn.

    -Made mid less scout friendly by removing the boxes so it will take more time for a scout to get up the train.

    -Fixed a few other things as well.

    -Moved the ammo pack on 2nd so its easier to see.

    -Moved back the health cabinets in the spawn so its easier to attack last.

    -Lowered the respawn times.

    -Widen all the small entrances.

    -Drastically shorten the valley side so its more useful now.

    -Resized the size of the last point so its much smaller now for 6v6.

    -Reworked all the interior areas.

    -Added a route at last.

  • RA7
    • October 19, 2009 at 2:48 PM
    • #2

    Sweet work, adding mirror.

  • S.W.A.T.Y
    • October 19, 2009 at 6:55 PM
    • #3
    Quote from RA7

    Sweet work, adding mirror.

    Thanks!

  • Scinbed
    • October 19, 2009 at 8:22 PM
    • #4

    The hanging vines and green vegetation don't really fit in at all, imo. With the dead trees around too.

  • Lord Ned
    • October 20, 2009 at 5:34 AM
    • #5

    Conflicting themes.

    Corridor syndrome.

    Tall building syndrome.

    What happened to alphas?

    Doesn't feel like TF2

    Buildings make little sense.

    Drop the attitude.

    Lighting is way out of place for the skybox.

    Need I go on?

  • -HP-
    • October 20, 2009 at 12:57 PM
    • #6

    Agree with Lord! :\

    And why would you wanna speak in third person?

  • Rick_D
    • October 20, 2009 at 5:23 PM
    • #7

    Rick_D is here to refer to himself in thrid person and contribute nothing to the thread!

  • 2d-chris
    • October 20, 2009 at 5:47 PM
    • #8

    2d-chris lols at ricks comment, apparently.

  • Ginger Lord
    • October 24, 2009 at 4:11 PM
    • #9
    Quote from Lord Ned

    Conflicting themes.Corridor syndrome.

    Tall building syndrome.

    What happened to alphas?

    Doesn't feel like TF2

    Buildings make little sense.

    Drop the attitude.

    Lighting is way out of place for the skybox.

    Need I go on?

    Display More

    Ginger Lord agrees with the above statement and recommends you spend more time planning and working on maps, rather than trying to get them done quickly.

  • Nineaxis
    • October 25, 2009 at 5:35 AM
    • #10
    Quote from Ginger Lord

    Ginger Lord agrees with the above statement and recommends you spend more time planning and working on maps, rather than trying to get them done quickly.

    Agreed.

  • S.W.A.T.Y
    • October 26, 2009 at 9:31 PM
    • #11

    DOWNLOAD

    http://forums.tf2maps.net/showthread.php?t=9967

    Change Log from B1 to b2

    -Fixed spawn doors sticking out when opening.

    -Fixed some nodraw visisble leaks in some places.

    -Fixed a bunch of playerclipping problems.

    -Disabled collision on some props.

    -Added 3D skybox

    -Redesigned middle cap, and the bridge.

    -Added some height variation to 2nd and 1st cap.

    -Added an underground path to the middle point.

    -Increased the fog.

    -Added more details.

    -Added more lights.

    -Increased fps at mid point.

    -Reduced the filesize by 7 MB.

  • Ginger Lord
    • October 27, 2009 at 10:17 PM
    • #12

    tbh, all LordNed's comments still stand.

  • S.W.A.T.Y
    • November 1, 2009 at 6:57 AM
    • #13

    Beta 3 is out

    Change Log from B2 to b3

    -You can finally get on the trees.

    -Fixed some clipping problems.

    -Fixed some no draw issues around the map.

    -Added more details.

    -Fixed a problem with the mid cap.

    -Added more health/ammo.

    -Added more lights in some areas.

    -Fixed the stairs in the middle.

    -Fixed the deadly doors.

    -Retextured some parts of the map.

    -Improved fps in the mid point.

    -Fixed a problem with the underwater route.

    -Reduced the filesize a bit.

  • Freak
    • November 1, 2009 at 2:24 PM
    • #14

    better detail in your 3d-skybox and not so blocky destructions and it´d be much better

  • Yokai
    • November 4, 2009 at 5:57 AM
    • #15

    I think you need to change the light_environment. The yellow lighting with a red sky doesn't really work.

    Otherwise the map is solid while playing through it imo. Just work on some of the lighting.

  • S.W.A.T.Y
    • November 4, 2009 at 7:07 PM
    • #16
    Quote from Yokai

    I think you need to change the light_environment. The yellow lighting with a red sky doesn't really work. Otherwise the map is solid while playing through it imo. Just work on some of the lighting.

    Yeah, I will work on the lighting. Thanks

  • skdr
    • November 7, 2009 at 2:41 PM
    • #17

    I'll be honest:

    This is nothing near the quality of pl_outback, your last map.

  • propaganda
    • November 9, 2009 at 6:29 AM
    • #18
    Quote from skdr

    I'll be honest:This is nothing near the quality of pl_outback, your last map.

    +1

  • S.W.A.T.Y
    • November 11, 2009 at 4:30 AM
    • #19
    Quote from skdr

    I'll be honest:This is nothing near the quality of pl_outback, your last map.

    Well, For outback I spent 9 months and I made sure everything in the map was perfect. This took 30 days, I challenged myself with this map more but anyways, Im making some big changes in b4 which will balance the teams and some other things as well. I've gotten a lot of feedback from comp tf2 players, map was designed mostly for comp tf2, 6 vs 6 or 8vs8.

  • Psy
    • November 11, 2009 at 3:03 PM
    • #20

    I think you've approached this map all wrong and because of it the map has suffered.

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