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Posts by hey you

  • [TF2] cp_stoneyridge

    • hey you
    • November 30, 2012 at 4:37 AM

    [Blocked Image: http://i.imgur.com/iojjh.png]

    For the download please visit: Stoneyridge.net

    Stoneyridge is a classic 2-point attack/defend map. This night-time snowy construction themed map is set at a facility with a live bomb above the final point.

    Over two years ago, three guys who loved TF2 decided to create a TF2 map that didn't rely on gimmicks and wasn't just aimed at pro players who want a symmetrical box to fight in. We hope you enjoy Stoneyridge as we enjoyed making it. Be sure to look check out everyone who helped make this project great (the list is long - see below)

    Thanks Everyone,

    The Mapping crew:

    • Crash - Detailing/ Clipping/ Optimization/ Promotional Items
    • Xzzy - Lighting/ Optimization /Detailing/ Animation
    • Hey You - Layout/ Detailing/ Optimization/ Marketing-Advertising /Group Organization

    Assets:

    • Littleboots - Bomb Prop
    • Xzzy - Explosion Tower
    • TF2 Contraction Pack Crew - Construction Props/Overlays
    • Crash - Crash Construction Overlay
    • Hey You - Blueprint Overlay
    • Seba - Mirrored Blast Door Prop
    • Void - Nuclear Waste Overlay

    Special Thanks to:

    • PMavers and the PA TF2 Community for countless hours of testing on every version since alpha
    • TF2maps.net test crew and community
    • Raoul Duke for stoneyridge.net website coding
    • Flippy_D for stoneyridge.net website copy and social media direction
    • Fr0Z3n for all the quality feedback and helping us when needed
    • Bloodhound and the rest of the TF2Xploits crew for feedback and testing
    • theharribokid for hosting gamedays and always providing an outlet for map testing
    • And anyone else who has helped us test and has given us feedback
    • Valve - For an awesome game and providing us with the tools to make it better

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  • [TF2] koth_moonshine

    • hey you
    • December 8, 2009 at 6:21 PM

    Updated to moonshine_RC (final) details/new poster/change log noted on first post

  • [TF2] koth_moonshine

    • hey you
    • December 5, 2009 at 5:56 AM
    Quote from Slainchild

    Hey, yeah.I ran around a bit and took some notes, can't really comment on the gameplay much since it wasn't online with players. The upper walkways overlooking the control point could do with cover for snipers though (see Viaduct for example).

    In no particular order...

    The stone wall texture you used on the fireplace in the spawn room just looks bad imo. I think the texture is badly made in comparison to most TF2 textures, and combined with the rough displacements you have makes it looks worse.

    Ceilings in the spawn room are very flat, could do with some physical support beams to break it up. The lighting in the spawn rooms is also very flat. I don't know if you are using spotlights or standard lights (should be spotlights), but they cover too large of an area imo, washing it out.

    Lighting from the spotlights in general is too white, i would give them a slight blue or yellow tint depending on the team side.

    The lightmap resolution on the floor where you have light shining through wooden boards above could be higher to give better shadows.

    There is no real indication (that I could find) that the location is built around a secret lab or base like other TF2 maps. Would just help it stick in the TF2 universe better.

    The rusty corrugated iron wall textures you have on the blue side buildings is repeating vertically and looks bad.

    There was a ladder halfway up the wall in one room. How do you get to the ladder? Another ladder? :wink:

    Various props are inside BSP or other props slightly, or floating slightly.

    I'm not usually a fan of gimmicky additions to maps, like the Alligator causing damage here. It's out of the way of the main play area though, so I guess its ok.

    That's all really, only small things. Unless you feel like changing the map again I'd just keep them in mind for your next map.

    Display More

    Thanks for taking the time to look at the map and give feedback. An RC version is coming out soon and will include many other small changes (including your feedback) and an update to the swamp water that will now allow DX 81 users to play the map.


    Thanks again for the help.

  • [TF2] koth_moonshine

    • hey you
    • September 16, 2009 at 4:00 AM

    Has anyone had a chance to have a go with this?

  • [TF2] koth_moonshine

    • hey you
    • September 11, 2009 at 5:38 PM
    Quote from Slainchild

    Looks nice, but I can't find a download button on that page.

    Thanks, yeah for some reason that site has froze my submission. Currently working out the situation.

    In the meantime, this link should do the trick.

    Edit: Link fixed above again.

  • [TF2] koth_moonshine

    • hey you
    • September 11, 2009 at 2:00 PM
    Quote

    ":3a1yhmzu]Looks very nice! Very nice presentation also! Congratulations on getting this released. Welcome to the core also!

    Thank You. I just found out about this site a week ago. I'm not quite sure how I missed it after all this time.

  • [TF2] koth_moonshine

    • hey you
    • September 11, 2009 at 3:59 AM

    [Blocked Image: http://img37.imageshack.us/img37/3234/moonshineregularp.jpg]

    Download here

    More screen shots (click here)

    RC (final) update to koth_moonshine.

    Koth_Moonshine is an intense “King of the Hill” map set at the base of a beautiful mountain stream waterfall, which feeds into an industrial swamp basin community. Both teams attack through their industrial swamp communities, fighting to be the king of a shadowy bayou shipping house, which is cover for a top-secret surveillance outpost. This high intensity map provides multiple routes to the central point to guarantee vigorous battles as the point changes hands during game play.

    Special thanks to the penny arcade test crew and xzzy, for the great gmod picture(used in poster).

    Thanks and enjoy.

    Change Log to RC:

    Change log:

    -Expanded spawn room ceiling and visuals

    -Map now works for Direct X 81 users

    -removed gator cutout

    -added small health/ammo under control point building

    -added planks to loft on red & blu building for easier access to engineers

    -adjusted crane height holding up boats to allow access to adjacent roofs

    -adjusted water depths slightly

    -changed metal textures on blue buildings to remove black stripes

    -added "moonshine poster" overlay

    -added moonshine pictures to objectives page at map open

    -removed/adjusters various overlays/signs

    -adjusted layout of the 3d skybox

    -changed various textures

    -reduced file size by 6mb

    -improved optimization slightly

    -adjusted lighting in spawn rooms and around middle buildings

    -removed/changed various props

    -fixed loading errors in console

    -changed chimneys in spawn rooms

    -changed water texture

    -improved clipping

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