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Furyo

[Release] Cp_Studio_rc3

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Hey everyone,

Sorry again for the buggy RC1 release, I've worked out the issues and then some, and the map has just finished being tested on a 32 server (Thanks Q Clan)

The map features CP gameplay set in a movie studios environment, where the world of TF2 shoots cartoon remakes of our popular movies, such as Lord of the Rings, Terminator 2 and Back to the Future.

You can download it as either a zip or a rar file, at the following links:

zip (26 Mb) : http://s156119498.onlinehome.us/Furyo/cp_studio_rc3.zip

rar (21 Mb) : http://s156119498.onlinehome.us/Furyo/cp_studio_rc3.rar

Mirrors welcome

Screenshots (large, High res, from RC1) :

http://froughol.com/misc/cp_studio_01.jpg

http://froughol.com/misc/cp_studio_02.jpg

http://froughol.com/misc/cp_studio_03.jpg

http://froughol.com/misc/cp_studio_04.jpg

http://froughol.com/misc/cp_studio_05.jpg

http://froughol.com/misc/cp_studio_06.jpg

http://froughol.com/misc/cp_studio_07.jpg

Here is the readme file for more info:

CP_Studio_RC3

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

GAME: Team Fortress 2

FILE TYPE: Custom Map

RECOMMENDED FOR 20-32 players

DATE: 1-8-07

AUTHOR: Francois "Furyo" Roughol

WEBSITE: http://www.froughol.com

E-MAIL: [email protected]

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

INSTALL TO:

\SteamApps\username\team fortress 2\tf\maps

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

CHANGELIST FROM RC1:

- Fixed "ED_Alloc: no free edicts" system crash, that caused servers to crash when running the map with many players.

- Fixed potential bug in the BTTF spawn areas, making you possibly stuck inside the spawn

- Improved optimization all over the map.

- Reduced file size by 5 Mb (~ 10%)

- Changed the order of spawn points so players start the match after their 2nd CP, for fast paced action

towards the middle area. Once the middle CP is first captured, spawn order is restored. This should favor offensive players

and encourage the opposing team to break the captures.

- Spawn areas

- Removed the first 2 supply lockers.

- 1st CP areas

- Added additional playerclip brushes to prevent exploits being used.

- Improved the railings geometry and texturing

- 2nd CP areas

- Added clear markings on the ground for capture areas

- Added buildings protection on top of the middle shed at 2nd red CP, to mimic the blue side behavior.

- Middle area

- Reworked the tree roots collision to prevent players getting stuck in them.

- Modified side buildings windows to allow better access in/out

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

MAP DESCRIPTION:

In dire need of space for more movie studios, Furyo Studios and Pedroleum Studios

fight it off to entertain the world of TF2.

The map's gameplay takes both Granary and Well for a spin, and mixes both maps using similar CP setups.

5 Capture Points total, with two sets of advanced spawn points and a close to symmetrical layout.

The map takes place on the movie sets of cartoon remakes of Lord of the Rings, Terminator 2 and Back to the Future.

This is the first TF2 map I have made, but my commitment to the Source community can be seen in other Source games

such as DoDS (Camp Packs) and Ubisoft's upcoming Dark Messiah of Might and Magic Elements on the X360.

Feel free to drop me a line as all constructive comments and feedback are welcome. The map will have a final release

in a couple months once all feedback has been taken into account.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

CREDITS:

Map by Francois "Furyo" Roughol

Custom assets by Francois "Furyo" Roughol and Pedroleum

Thanks to all the playtesters throughout the beta versions. This map surely has evolved and it's thanks to you.

Special thanks to our friends at Valve for the playtesting and feedback, helpful as usual

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Happy New Year Everyone !

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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Looks very nice!

The players can walk on top of the green bushes at the central point, this is what you want? A good idea could be to allow the players to pass through the bushes with a slower speed. I don't know if this is possible.

Can't wait for the final.

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I don't mind they can walk on it, doesn't matter much. I won't block players entirely that's certain, and I can't make them walk through either.

Valve just sent me more feedback on today's playtest, so while I do have a rc4 in the works for a quick fix in the spawn doors (bug that can kill you), I'll make many changes to the map for the final version in some time.

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hah! i like the setting. could probably use a more expressive lighting setup but its cool none the less.

gotta reinstall tf2 and give it a go

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Thanks Henning, lighting clearly isn't my strong suit, so don't hesitate to give me pointers...

I'm currenly working out some other issue and giving some better flow to the whole thing.

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