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cp_spillway

Created 31st August 2009 @ 01:23

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FreeLanceFoX

[TF2M1]

a8 is here!

http://forums.tf2maps.net/downloads.php?do=file&id=2568

– Simplified staircase from hole area to the tunnel by having it empty directly onto the 2nd CP
– Changed the 2nd forward respawns @ the middle CP to create more cover in that corner of the space, prevent spam over the rocks; added billboards to middle
– Initial (main) Spawns moved forward & up into the glass window room of the warehouse, all of the useless space to the left removed
– Cave ceiling added to 2nd, with many new details like skylights & increased lighting on the lower route to make it more attractive
– Detail greatly improved, including a lot of new greenery, new overlays, and more decorative ground water
– Changes to health & ammo: sm->med ammo in yard, med->sm in hole, med->small at last, moved health/ammo by last spawns, sm->med at long tunnel
– Bug & clipping fixes

Springer

DAKKA

springer, you do not have permission to access this page. This could be due to one of several reasons:

FreeLanceFoX

[TF2M1]

What’s that, Springer…?

FreeLanceFoX

[TF2M1]

a9a released!

http://forums.tf2maps.net/downloads.php?do=file&id=2644

– Raised the floor of the lower ground @ yard & under the hole, making the height advantage of defenders as well as the fall damage less severe.
– Reworked the flow around last, including moving the bridge to empty directly onto the CP, and streamlining the main path + improving the angles to favor attackers in that area.
– Angled the front portion of the roof @ last, plus added a new tower to that building to break up sightlines on the ramp path to the CP.
– Changed the initial spawn rooms to be located upstairs in the rear of the warehouse, with doors left & right.
– Increased the thickness of ceiling @ 2nd/4th in order to decrease the perceived size of the area.
– Raise the light levels @ 2nd/4th.
– Moved the sheet metal @ 2nd/4th to cover the sightline from tunnel to the other side of the CP, effectively making that approach a flank for the defense, decreasing spam, & adding cover on the CP.
– Additional detail everywhere, including an example of the above-cliff detailing @ last.

FreeLanceFoX

[TF2M1]

cp_spillway_a10

http://img5.imageshack.us/img5/6812/spillway1.jpg

DOWNLOAD – http://forums.tf2maps.net/downloads.php?do=file&id=2827

A linear five-CP push map set in the cascading valley between two hydroelectric dams… and it’s come a LONG way since a2 was released a couple months ago!

With the help of my new co-author Sawks, in this version I’ve totally overhauled the map. While the layout is similar all around, it’s been rebuilt from scratch with new, cleaner brushwork and a handful of MAJOR changes to the layout intended to perfect the flow. The middle CP has been redesigned, the 2nd is brand new, and the last looks nothing like it used to!

I hope you all find these changes for the better. Do be forewarned, though, that since this overhaul I’ve also put the map back into dev textures. Not only was it something I should have started with, but it’s going to help with displacing and detailing later.

I owe many thanks to Sawks, Nineaxis, and all my mapping brain trust for their help!

I’m looking for all feedback, both competitive and casual, so please check out my topic: http://forums.tf2maps.net/showthread.php?ltr=S&t=7535

-FoX


Last edited by FreeLanceFoX,

Sir Remix

frø
DANMARK

Very nice! just downloaded it and tryed it :)

the middle point reminds me of gullywash :)

FreeLanceFoX

[TF2M1]

It’s the same as it always was, I just lowered the height a bit so that you don’t have such a huge advantage. :3

FreeLanceFoX

[TF2M1]

CP_SPILLWAY_A11A

DOWNLOAD http://forums.tf2maps.net/downloads.php?do=file&id=2869

CHANGELIST
1: Added a number of hoodoos to mid that break up the long sightlines and significantly change the flow of the area.
2: Added a ramp up to the left side of 2nd to allow the middle, spillway, route, to be more useful.
3: Reworked last and 1-2 completely. Big changes, but hopefully will improve the theme, balance, and most of all flow. Last is now indoors =)
4: Spawntimes adjusted hoping to fix some balance issues. They may be… too long overall, but they can be easily fixed don’t worry! Changed: respawn when a team owns 4 CPs to 10, respawn when a team owns 1 CP to 6. Last is easy enough to attack and the offense spawns quite close to 2nd!

FEEDBACK —> http://forums.tf2maps.net/showthread.php?t=7535

FreeLanceFoX

[TF2M1]

CP_SPILLWAY_A13

DOWNLOAD http://forums.tf2maps.net/downloads.php?do=file&id=2930

CHANGELIST
1: HUGE changes to last! It’s ENTIRELY new, totally epic, and it plays 200% times better. It’s an indoor area with a waterfall emptying into the Spillway basin, skylights, spytech theme, and it is overall much bigger. The pathways to last got revamped and widened as well.
2: Minor change to the ramp at middle, leading to the walkway into yard. Replaced the rock/lamp combo that allowed jumps with a small platform and a rock, much like what was in a8.
3: Revamped the stairway room/stairhouse at 2-3, making it a larger room with a wider ramp and better sightlines for attacking teams. Widened door.
4: Many minor changes including changing/fixing the last CP spawn times to 10 attackers/7 defenders.
5: Added a dip in the floor to the lower right path to the last CP.

NOTE versions a12 and a12a were released for limited testing but now that a13 is out, every major error has been fixed and everything works 100%. With that said, I would REALLY like some testing. I’ll be pursuing as much competitive feedback as possible in order to refine the geometry before entering beta, hopefully over xmas break.

FEEDBACK —> http://forums.tf2maps.net/showthread.php?t=7535

flame

Think this map needs a bit more attention

The new last point plays very very well imo and while the paths to 2 might seem numerous, it is pretty simple to set up a defense and strategy for mid and second.

Get this map some playtesting if you can

Fragga

FRAGGA`s
RIP

I know you want play testing first, but in reality people aren’t going to want to play a map that isn’t textured – try and texture it and get F2 to add it to the pickup channels. You might have better luck with the finnish pug channel, they seem more willing to try out new maps. It looks a great map so far, gl.

FreeLanceFoX

[TF2M1]

I appreciate the support there, Fragga. I plan on pushing it out over Xmas break, but that all depends on the amount of support I can get. If the testing is up to speed with my progress then I could very likely have b1 out in a few weeks.

Here’s what I just put up on tf2m, planned changelist for a14:

1: Narrow perpendicular or “side” entrances to mid, making them less of a threat but keeping them as a possible flanking route.
2: Adjustments to yard health: Replace medium ammo with medium health, small health in stairhouse with medium ammo, remove small health/ammo on the other side of yard, place small ammo on walkway.
3: Add a plank or path of some sort from the ramp to the walkway at yard.
4: Adjust 2nd to have an additional hoodoo or higher platform, remove/move the current cover.
5: Fix the capture zones at middle and 2nd, so that people cannot capture from on the top of surrounding objects but scouts will not stop capping when double-jumping.
6: Move health around at 1-2: Move the medium health/ammo at lower entrance towards 2nd, add a small health at the lower path.
7: Known bugs: line @ middle cliff face, clipping @ rock on 2nd, all ugly shadows, stickies on inside of spawn doors, stickies through fences and rocks @ yard-ramp, doors @ 2nd fwd spawns opening unintentionally.
8: Oh, right, and textures so comp. players will play it. >:3

exm

Looks ugly atm, but it’s still in alpha, so no problem. The one thing I really dont like is 2nd. It just seems not right. I dont know how to explain, but maybe something could be altered, so it doesnt feel so… clusterd, while there’s a huge space next to it? idk… Last point seems awesome though!

FreeLanceFoX

[TF2M1]

cp_spillway_a15

DL: http://forums.tf2maps.net/downloads.php?do=file&id=3038

[B]Changelist[/B]
1: Reworked 1-2 & last significantly, shortened last and adjusted the connections. The right side is now a curved staircase directly to the top, & there is a door next to it that connects to lower
2: Health & ammo around 1-2 changed: alcove @ lower -> medium ammo, added medium health @ lower, both medium ammos up top -> small, medium health @ top -> small
3: Some details added, textures revised, & glitches fixed

FEEDBACK —> http://forums.tf2maps.net/showthread.php?t=7535

The next version will be b1, with displacements, optimization, and detailing! :D


Last edited by FreeLanceFoX,

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