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CP Coldfront RC3
Created 25th March 2010 @ 22:36
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Here’s a rollout we use on it, not sure if anyone has any faster/better ones…
No wonder we lost against you guys
Just played the map for the first time, in the cup that finished yesterday and I really liked it, the only bad thing, just out of the top of my head, is all the white. I know its a snow themed map but its to damn white :D maybe fiddle with the sky a bit. Other then that, nicely done ^^
Quoted from WARHURYEAH
Here’s a rollout we use on it, not sure if anyone has any faster/better ones…
Nice jumping there.
Nice demo rollout. A gunboats soldier can get a couple nice skip jumps in to get to mid fast as well.
(You ARE unbanning them next season, right?)
I hope so, or NA is just going to be miles ahead of us in terms of skill and tactics.
just downloaded it and i have to say… really nice!
tf2 needs fresh maps to stay alive so grab this one asap etf2l admins!
Last edited by Sclampf,
Making CP2 a little bit easier to push in
http://dl.dropbox.com/u/831776/rc3_1.jpg
-Smaller platform
-Defenders pushed closer to edges
-New ramp
http://dl.dropbox.com/u/831776/rc3_2.jpg
-Wider doorway
-Truck gives attackers an escape route from the spam that comes from the platform
Last edited by Icarus,
fyi two invite us teams on coldfront: a51 vs blight.own
Quoted from kuma
fyi two invite us teams on coldfront: a51 vs blight.own
I watched this video and the other one on coldfront and it did look good fun, although combat on last seemed a bit unfocused. The commentators were great too, it was nice to hear Ziggy from the wire, I guess they let him out of prison early.
[B]Release Candidate 3 (3.0)[/B]
Download:
http://forums.tf2maps.net/showthread.php?p=133925
http://www.fpsbanana.com/maps/129925
http://dl.dropbox.com/u/831776/cp_coldfront_rc3.zip
Release Notes, RC3
-Improvements in visual detail and FPS
-Added Selentic’s roof snow models
-Closed windows on mid cabin and removed some walls to make it less of a deathtrap
-Changes have been made to CP2 to make it easier to push in from mid:
*Raised cap area
*Added ramp and shortened the upper platform overlooking the capture area
*Widened the doorways for both side routes from mid
-Added small ammopack between CP1-CP2
-Modified tonemaps to improve contrast
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