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ctf_turbine_pro_rc4 (updated)
Created 27th April 2014 @ 19:53
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With the permission of Mark I’ve been making small changes that I felt were necessary before Turbine is played in the season.
Download: [Link]
Changelog:
I may have forgotten a few things
– Replaced boxes just outside the intel room with a ramp
– Fixed splashbug on stairs
– Changed the stairs on mid to mesh ramps
– Improved player clipping on props and corners
– Changed small ammo packs on mid into medium ones
– Removed misleading ledge on the upper level of the intel room
– Removed unnecessary props underneath the stairs/ramps on mid
Screenshots of the main two changes: http://imgur.com/a/MhQcd
Last edited by Starkie,
There’s a bug with the cubemaps if you have HDR on – I should have it fixed fairly quickly.
Edit: Fixed it.
Last edited by Starkie,
Looks neato, keep up the good work!
thanks
map still sucks tho
Quoted from jx53
thanks
map still sucks tho
> you
Mirrors:
http://fakkelbrigade.eu/maps/ctf_turbine_pro_rc4.bsp.bz2
http://94.23.94.40:11380/tf2/maps/ctf_turbine_pro_rc4.bsp.bz2
Courtesy of CHERRY and kkaltuu
obamaface
This is minor, but IF some day you release another version of the map, it could be a good idea to make “stuck proof” (with the invisible wall trick) these parts of the map : http://imgur.com/a/ehFFv
It might even save your medic some day!
Quoted from kustom3
This is minor, but IF some day you release another version of the map, it could be a good idea to make “stuck proof” (with the invisible wall trick) these parts of the map : http://imgur.com/a/ehFFv
It might even save your medic some day!
Nice crosshair haha
Nice changes, ramps>stairs.
Also just gonna throw this out here. I remember playing around with turbine around a year ago in SDK and adding a functional touch-to-return mechanic. So I might be able to make a touch-to-return-the-flag version of the map, or show someone how to do it. It’s been a while so I’ll need to install SDK again to remember how I did it but it wasn’t that hard.
Just realised hammer is now installed with TF2, awesome!
Last edited by taro,
Looks cool, hate the damn stairs. A bit more fluid transition like this.
But you did remove the crates on mid as well didn’t you? Or they were already removed in the other pro version?
Also, is this the version that’s going to be played this season?
If done correctly, stairs and ramps function the same way.
A lot of mappers just add a player clip over stairs rather than a “block bullet” brush which acts as an “invisible ramp” of sorts.
Stairs aren’t the issue, it’s how the mapper makes the clipping in hammer which really affects game play.
Last edited by Leftism,
Quoted from Leftism
If done correctly, stairs and ramps function the same way.
A lot of mappers just add a player clip over stairs rather than a “block bullet” brush which acts as an “invisible ramp” of sorts.
Stairs aren’t the issue, it’s how the mapper makes the clipping in hammer which really affects game play.
What Leftism said, almost every map valve has is made like this go check in badlands :D
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