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Post by nosher on Oct 27, 2009 13:20:14 GMT
Hi all, Yep - CTF_Staging goes beta....... I got the idea from an old tut from Spaceweasels from TF2 Maps.net, in which he showed how you could have multiple intels... So I decided to build a 3 stage CTF map. The idea being that when you return the enemy Intel back to the Intel room in your base, the next enemy intel spawns in a deeper part of the enemy base that becomes available because of moving doors that only open once the intels are captured..... You can get it here >>>>>>>> forums.tf2maps.net/downloads.php?do=file&id=2691&act=downOr at FPSBanana here >>>>>>> www.fpsbanana.com/maps/109150Done a lot of detailing work, and fixed / added the following things... Timer - fixed Player clipping done Detailed out the caverns on both side Improved optimization Added additional ducting into Intel room 3 Created S bend in ducting in lower halls - both red and blu Created Spy charge areas Hightened rocks to negate Sniper-fests... Game play change - the CP room has gone - the captured enemy Intel needs to be taken to the friendly Intel room that is currently in play. Also added soundscapes Cleaned up a lot of brushwork and done some more optimization. Here are a few screenies.... RED SPAWN RED GREAT HALL RED OUTSIDE RED CAVERN RED INTEL ROOM 1 RED INTEL ROOM 3 BLU OUTSIDE BLU GREAT HALL BLU INTEL ROOM 3 Feedback welcome... Nosh
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Post by Xenomorph on Mar 12, 2010 22:06:44 GMT
LOOKS GOOD! Not dealingwith a n00b mapper here thats for sure.
2 things i'd change if it'd be my map tho:
1: the vents on the ground floor are huge! Allmost just as big as doors ;D sure you can make em smaller so they look more realistic? Also they are brightly lit, i take it they got lamps in em?
2: the white tube in the wooden room looks a bit out of place? I know how hard it is to dress a room up and after some times you realize its better to take something out again.
It's up to you tho, one of the etter maps ive seen so far.
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