-
Posts
32 -
Joined
-
Last visited
Content Type
Profiles
Forums
Articles
Pages
Everything posted by JoshuaC
-
I really don't believe there will be too much confusion where the point is in Beta 2. Also I'm not sure how to do thumbnails. Beta 2 out!
-
Beta 2 Released! Download http://forums.tf2maps.net/downloads.php?do=file&id=2292 ---- Koth Tomb Beta 2 ---- An KotH map set in an Egyptian tomb, if you may have guessed. Back for more with beta 2 and a whole host of changed and tweaks. I've skipped detailing out certain hallways just to see how well they do gameplay wise. I plan to detail the map out as the beta progresses. --- Installation --- Drop the maps and materials folders into your "team fortress 2\tf" folder. --- Changes from Beta 1 --- Fixed spawn door issues. Lowered lighting in spawn areas. Removed the 2 long redundant hallways. Added another set of stairs to the two overhangs. Added a small bridge over middle to allow players quick access to the other side. Added a small ramps to the sides of the point to allow for quicker escape out of the area. Added various bits of cover. Added more details here and there. --- Known Bugs --- Some minor lighting issues on the top of the spawn doors. Nothing major that I know of. --- Contact info --- If you have any input on the map you can post them in the release thread or you can email me at, JoshuaMK2@gmail.com and I'd be more than happy to answer any questions you have. --- Special Thanks --- http://www.couchathletics.com http://www.tf2maps.net http://www.mapcore.net http://www.interlopers.net Those who've given me suggestions on how to improve the map.
-
Not sure really but they look cool. Beta tomorrow.
-
Beta 1 Released! Download http://forums.tf2maps.net/downloads.php?do=file&id=2292 ---- Koth Tomb Beta 1 ---- An KotH map set in an Egyptian tomb, if you may have guessed. I've got around 25 hours over the span of 5 days into the first beta. I've skipped detailing out certain hallways just to see how well they do gameplay wise. I plan to detail the map out as the beta progresses. --- Installation --- Drop the maps and materials folders into your "team fortress 2\tf" folder. --- Known Bugs --- Some minor lighting issues on the top of the spawn doors. Nothing major that I know of. --- Contact info --- If you have any input on the map you can post them in the release thread or you can email me at, JoshuaMK2@gmail.com and I'd be more than happy to answer any questions you have. --- Special Thanks --- http://www.couchathletics.com http://www.tf2maps.net http://www.mapcore.net http://www.interlopers.net Those who've given me suggestions on how to improve the map.
-
The contest only allows TF2 and their swamp theme content. The content pack is unfortunately limited in what it has.
-
Think it's basically done, but the deadline isn't till the 25th so I think I'll wait on it to see if I get any more ideas.
-
The contest is purely about visuals.
-
The work I've got done so far on my entry to TF2Maps.net's swamp theme contest.
-
Beta 2 out!
-
Yeah I extracted the wood and dirt textures, and I've been piecing them onto the stamped UV and then overlaying a baked AO map on top of it.
-
Another one. This one was particularly hard to unwrap but I managed to get it done.
-
It's not much but hey I'm starting to get the hang of things. The texturing is a little stretched on the bottom but I think it came out pretty good.
-
Just scaled the models and brushes by a common percent. After that it was just like making an ordinary room.
-
*Note: poster isn't final* Download Mirrors Beta 2 is out! Fully VPK'd and ready for online play!. http://www.l4dmaps.com/details.php?file=1125 http://www.l4dmods.com/index.php?option ... kageId=371 Additional mirrors coming soon! The Readme
-
Just re posting these here cause they got caught in the split.
-
Looks and feels like the same old hammer to me. Only thing that needed to be updated was the ability to load vpk's and a new set of compile tools. L4D's file structure differs quite greatly from other source games so that could be the reason it needed it's own set of everything.
-
What I find even more disappointing is the fact the game still won't be able to handle custom maps for a good few more weeks till they get it updated.
-
Because that would require a compile, and that would sort of defeat the purpose now wouldnt it? I'd like to be able to see the previous version of lighting in the editor so I could made adjustments to it. The lighting preview is nice but it's far from an accurate representation of what it looks like ingame.
-
Woah I like the lighting preview. Though I don't get why they can't just make it load lightmap data from the .bsp and overlay it in the editor for you to look at.
-
Fixed my link. If your map takes hours to compile you're obviously not optimizing correctly.
-
The L4D Authoring tools are out for those interested. http://developer.valvesoftware.com/wiki/Authoring_Tools/SDK_(Left_4_Dead)
-
Uh what? It honestly doesn't play too much differently than lighthouse. Regardless of how it plays, it's always cool to splash out and just create something for the fun of it I thought it looked cool, maps like that are perfect for small LANs. You could do some cool stuff with some of the items typically found in a bedroom too, i.e. flip the texture on the TV halfway through to some zombie related pic, have the monitor smash and become a spawning point for tanks/hordes etc. Exactly. I made this map to be something a little different than what was already out. I'm planning on a few mid game events that should mix it up a little bit. I'm also looking into a small campaign where you're this size.
-
Uh what? It honestly doesn't play too much differently than lighthouse.
-
I'll probably fill in some of the open space once I actually test it with some real people but the bed is probably one of the more exposed areas in the map due to the fact zombies can climb up all sides of the bed.
