andysss456 Posted November 1, 2008 Report Posted November 1, 2008 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 Quote
andysss456 Posted November 16, 2008 Author Report Posted November 16, 2008 Comments please, 140+ views and no posts? Quote
Freak Posted November 17, 2008 Report Posted November 17, 2008 Comments please, 140+ views and no posts? ah i saw it on interlopers looks good, i like the roofs, only thing is the emptyness along the paths.. Quote
Spellbinder Posted November 17, 2008 Report Posted November 17, 2008 140+? First time i saw this post today and i visit every hour or so. Anyway people here are lazy, including me, i bet if you showed the pictures inside your post you get more respons, Just a guess though. I watched the first picture and it looked cool. but then again i don't know anything about mapping or TF2. Quote
andysss456 Posted November 18, 2008 Author Report Posted November 18, 2008 The pictures are one click away, are people really that lazy? Quote
Minos Posted November 18, 2008 Report Posted November 18, 2008 are people really that lazy? Yes. Quote
Spellbinder Posted November 18, 2008 Report Posted November 18, 2008 The pictures are one click away, are people really that lazy? Yes. Quote
Skjalg Posted November 19, 2008 Report Posted November 19, 2008 gotta agree with the majority here and say yes. Quote
andysss456 Posted November 20, 2008 Author Report Posted November 20, 2008 That's fantastic, now maybe the last three of you could actually post something about the map, it would really help out. Quote
m8nkey Posted November 21, 2008 Report Posted November 21, 2008 Looks like a solid start. I'll checkit out when I have a chance. Also, I agree with everyone else, I hate links to external image hosting (particularly fucking imageshack). If you include images directly in your post, it's convenient and it allows the screens to be easily compared with one another. You can actually upload your images and imbed them in your post directly so they aren't reliant on outside hosting. Quote
andysss456 Posted December 22, 2008 Author Report Posted December 22, 2008 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 Quote
dux Posted December 22, 2008 Report Posted December 22, 2008 There. I've done it for you. Consider this a very important part of map presentation. Look at all the replies above, yet you still didn't do it. It's a good looking map. Don't hide it away behind links no one will ever click. Quote
andysss456 Posted December 22, 2008 Author Report Posted December 22, 2008 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. Quote
Freak Posted December 23, 2008 Report Posted December 23, 2008 The map looks pretty good yes, the only thing that hits my eyes is the white roof in the second screenshot... Quote
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