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Posted

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

  • 2 weeks later...
Posted

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.

Posted

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.

  • 1 month later...
Posted

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

Posted

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.

170303.jpg

170305.jpg

170306.jpg

170307.jpg

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