Jump to content

andysss456

Members
  • Posts

    6
  • Joined

  • Last visited

  1. I appreciate the help there dux, i overlooked it i suppose. It's been a long couple of days, i guess i'm not as alert as i should be. Thanks again for that.
  2. Final change log: - Added nodraw brushes in front of the blue gates to prevent shots being fired through before the round starts. - General cosmetic additions such as lighting, models, etc. - Added playerclips to prevent certain get under the map exploits. - Changed the gate from D to A so that it kills anyone who tries to stand in the way and keep it open. - Widened some doors to make it easier to move through. - Added areaportals and occluders in an attempt to fix fps lowering areas. http://image.fpsbanana.com/ss/maps/170303.jpg http://image.fpsbanana.com/ss/maps/170305.jpg http://image.fpsbanana.com/ss/maps/170306.jpg http://image.fpsbanana.com/ss/maps/170307.jpg Here is the fpsbanana download of the final: http://www.fpsbanana.com/maps/74460
  3. That's fantastic, now maybe the last three of you could actually post something about the map, it would really help out.
  4. The pictures are one click away, are people really that lazy?
  5. Comments please, 140+ views and no posts?
  6. Hello everyone. I have been working on this map for about four and a half months now. Here it is: cp_gydan Current Version: Final Version Map Type: Control Point / Attack and Defend / One Stage Recommended Players: 12-24 Compile Time: 16 Minutes 31 Seconds BSP – 35 Seconds VIS – 1 Minute 33 Seconds RAD (LDR) – 7 Minutes 2 Seconds RAD (HDR) – 7 Minutes 13 Seconds Final change log: - Added nodraw brushes in front of the blue gates to prevent shots being fired through before the round starts. - General cosmetic additions such as lighting, models, etc. - Added playerclips to prevent certain get under the map exploits. - Changed the gate from D to A so that it kills anyone who tries to stand in the way and keep it open. - Widened some doors to make it easier to move through. - Added areaportals and occluders in an attempt to fix fps lowering areas. http://image.fpsbanana.com/ss/maps/170303.jpg http://image.fpsbanana.com/ss/maps/170305.jpg http://image.fpsbanana.com/ss/maps/170306.jpg http://image.fpsbanana.com/ss/maps/170307.jpg Here is the fpsbanana download of the final: http://www.fpsbanana.com/maps/74460 ====================== Beta 1 Change Log - Altered spawn times: starts at 7 blue - 11 red. When A is capped 7 blue – 10 red, C is capped 6 blue – 9 red. - Added gates to the blue tunnels to prevent rocket spam and spawn camping the tunnel. - No longer able to build stuff on the edge of the cliff face in order to stop griefer engies from building teleporters and having people jump off. - General cosmetic additions such as lighting, models, wires, and brushes. - Stopped sentries from being able to shoot through the two trees that are in the play area. - Added a second exit for the blue forward spawn. - Added a sniper spot facing toward C (in the building that leads to the B bridge). - Added nobuild in certain areas, to prevent unfair advantages for red (mainly the blue tunnel). - Cut out a window so there is another exit into C. http://image.fpsbanana.com/ss/maps/161242.jpg http://image.fpsbanana.com/ss/maps/161244.jpg http://image.fpsbanana.com/ss/maps/161245.jpg http://image.fpsbanana.com/ss/maps/161247.jpg
×
×
  • Create New...