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Forum

CP Fool Hill (beta 2, 11/02/10)

Created 21st December 2009 @ 17:55

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Randdalf

(0v0)

Hey guys, I originally did this map for the competition earlier this year, but I didn’t have time to fully detail it for the competition, thus it didn’t do very well.

I’ve finally (8 months?) finished detailing it after much delay.

As ever, it’s a competitive 5 CP map, but it also plays well on public servers.

Screenshots:
http://dl.dropbox.com/u/1085379/cp_fool_hill_b20000.jpg
http://dl.dropbox.com/u/1085379/cp_fool_hill_b20001.jpg
http://dl.dropbox.com/u/1085379/cp_fool_hill_b20002.jpg

Download: http://forums.tf2maps.net/showthread.php?t=5895

I hope you enjoy playing it, please give it a try.


Last edited by Randdalf,

Sir Remix

frø
DANMARK

wow nice work, looks cool!
I will dl it and report back to you :)

Buck

Looks pretty cool, im definietely up for playing a mix with somebody in this map.


Last edited by Buck,

Randdalf

(0v0)

There’s a few shadow bugs, but they’re nothing to worry about, I’ll have them fixed for the next version. I’m also going to improve the lighting in some rooms, and on mid.


Last edited by Randdalf,

Randdalf

(0v0)

Every Multiplay server should now have it in its map list.

toasty.

PHX

I’ll down load it now. :)

Fayton

:id:

Looks pretty cool, im definiertely up for playing a mix with somebody in this map.

Randdalf

(0v0)

Updated to beta 2

– Bug Fixes:
* Fixed teams being shown each other’s points on spectator cameras
* Fixed some spawn doors having a locked symbol on the inside
* Fixed RED’s garage doors having no sound effect
* Fixed some shadow bugs
* Fixed RED rocket in BLU base
* Fixed door misalignment at RED’s first spawn
* Fixed brush misalignment in RED’s mid house
* Fixed final point occasionally being unblockable (no really!)
– Improvements:
* Improved some model collisions
* Improved lighting in some areas
* Improved optimisation at middle
* Added 3D Skybox
* Improved colouring of custom RED concrete texture
* Improved use of areaportals
* Clipped cover wall overlooking valley
* Rebuilt game entity systems
* Reduced file size by 20mb
– Balancing:
* Upgraded some ammo packs
– Balcony pack -> medium
– Valley overlook pack -> medium
* Downgraded valley overlook health pack from medium to small
* Adjusted spawn wave times
– MID: both teams have 10s
– 2ND: attackers have 6s defenders have 10s
– 1ST: attackers have 5s defenders have 10s
– Makes 2nd point easier to capture

Screenshots in OP

DL @ TF2Maps.net http://forums.tf2maps.net/showthread.php?t=5895


Last edited by Randdalf,

Randdalf

(0v0)

boomp :(

jason

PHX

You need to purchase some PR from a Div 1 star to make your map stand out ;)

Phx bump

SfynX

T2P

this is probably the 1st user made map that caught my eye that could have potential(sorry byte =)).

il download it soon and see what can be improved/balanced.

great start!

d2m

vertex »
derptex9

I think this looks like happy candyfloss.

And I like candyfloss!

Will look over the weekend :D

F2

Danmark

I remember playing an early version of this map ages ago. It definitely had a lot of potential, but I haven’t tried the new version yet.

morf

[j]\\\'
[j]'

playtest channel ftw! this map rocked :D

edit: I’m up for some playtesting of this one, would love to see the updates :D


Last edited by morf,

octochris

(0v0)

Would love to play a game on this some time.

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