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[TF2] PLR Nightfall

  • Psy
  • June 29, 2010 at 3:49 PM
  • Psy
    • June 29, 2010 at 3:49 PM
    • #1

    [Blocked Image: http://dl.dropbox.com/u/1008157/Nightfall%20Media/B1/01.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1008157/Nightfall%20Media/B1/02.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1008157/Nightfall%20Media/B1/03.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1008157/Nightfall%20Media/B1/04.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1008157/Nightfall%20Media/B1/06.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1008157/Nightfall%20Media/B1/07.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1008157/Nightfall%20Media/B1/08.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1008157/Nightfall%20Media/B1/09.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1008157/Nightfall%20Media/B1/10.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1008157/Nightfall%20Media/B1/11.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1008157/Nightfall%20Media/B1/13.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1008157/Nightfall%20Media/B1/14.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1008157/Nightfall%20Media/B1/15.jpg]

    Nightfall is a 3-stage PLR map that I began in May '09 as an entry for the TF2Maps.net annual contest #3 which it consequently won!

    By taking feedback from the official PLR map - Pipeline - the map was designed to provide players with plenty of routes into the enemies base to help aid the breaking down of a good defence. It features neutral arenas at the center of each stage instead of chokepoints which allows players to move more freely between the bases, and mechanics to help motivate players to complete the objective in the shape of short bursts in progress once the cart reaches a downhill slope and a round timer which, upon expiring, forces both carts to slowly roll forward until either one reaches its objective.

    Enjoy!

    Links:

    Download B1

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    TF2M Annual Contest #3 Winners Thread

  • Nineaxis
    • June 29, 2010 at 4:08 PM
    • #2

    About time. Amazing work!

  • Minos
    • June 29, 2010 at 5:52 PM
    • #3

    Awesome!

    Would be neat if you cranked up the specular maps to make the map look wet. You could also add some puddles with cubemap reflections here and there!

  • -HP-
    • June 29, 2010 at 11:32 PM
    • #4

    Gotta love how smooth those screenshots look!

    Good job man.

  • Zeta
    • June 30, 2010 at 9:30 AM
    • #5

    Lovely geometry and lighting, great work!

  • Skjalg
    • June 30, 2010 at 11:31 AM
    • #6

    That looks great, but I bet that maps with rain (or bad weather) in em doesn't get played often because it makes people feel a little bit worse than they would if it was bright and sunny

  • -HP-
    • June 30, 2010 at 1:12 PM
    • #7
    Quote from Skjalg

    That looks great, but I bet that maps with rain (or bad weather) in em doesn't get played often because it makes people feel a little bit worse than they would if it was bright and sunny

    That's actually a very good point man!

    One of the many reasons people play games is to cheer up and feel good, and dark, foggy or rainy environments don't really help with that.

  • ElectroSheep
    • July 15, 2010 at 5:05 PM
    • #8

    I just test the third part of the map I didn't have on the last version I played, really good part just noticed 2 small things :

    here you can see the clamp of the skybox :

    [Blocked Image: http://www.minerality.fr/images/stock/plr_nightfall_b10010.jpg]

    her you should found some better transition for those ground textures :

    [Blocked Image: http://www.minerality.fr/images/stock/plr_nightfall_b10011.jpg]

  • skdr
    • February 25, 2011 at 6:26 AM
    • #9

    Congrats on the official community map pack release!

    http://www.teamfortress.com/communitymappack/

  • ElectroSheep
    • February 25, 2011 at 8:22 PM
    • #10

    yay, nico work on this one bro

  • Psy
    • February 25, 2011 at 10:59 PM
    • #11

    Thanks. And congrats to you too. (Again)

  • Serenius
    • February 25, 2011 at 11:20 PM
    • #12

    Nice shout out on Kotaku as well.

    http://kotaku.com/#!5769848/team-fortre ... -who-could

    Quote

    You get Nightfall, a payload race map by Aaron 'Psy' Garcha and Paul Good set in "a damp logging site, in the middle of the rain, in the middle of a forest, in the middle of the night."

  • DaanO
    • February 26, 2011 at 7:54 PM
    • #13
    Quote

    ":2ip9n0ss]

    That's actually a very good point man!

    One of the many reasons people play games is to cheer up and feel good, and dark, foggy or rainy environments don't really help with that.

    that's probably why zombie games or games in which people have to kill other people aren't popular?

  • schoft
    • March 11, 2011 at 6:08 PM
    • #14

    I don't like TF2 but enjoyed playing it in one of the playtests It looks great.

    On a side note, I don't think that the map having rain or looks dark is of much influence

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