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Cdsand
11-04-2007, 02:47 PM
Redirect to this thread here: http://forums.tf2maps.net/showthread.php?t=122

This is my second and more informed attempt at a TF2 map. It is much more fitting for a large amount of players. I used a signature technique for teleporting players to important places. Play the map to see it : )
If there's a server out there to test this out, I'd be there to try it.

FINAL Release:
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-Fixed HDR causing overbright floors.
-Added decorations.
-Optimized for performance.
-Only the other team can open your intel canister.
-Expanded capture zone out of the canister.
-Spread out the bars in the base's sniper nests, thus making it easier to aim without obstruction.
-Added some custom overlays to further clarify where things are and where you can go.

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BETA 3 Release:
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-More details and general beautification.
-Added more walls and junk to the center areas approaching the central sliding doors. This is too further bring snipers down to a more reasonable level. To expand on this, I added a small perch through which snipers from the enemy team may have a chance to best the snipers in the defending team's base.
-Reduced the time that the intelligence canister needs in order to open by half.
-Prevented engineers from building in or next to the intelligence canister. That was just annoying!
-The way that the doors work is much clearer to the players now - to the point where they may understand where they can and can't go at all times. I was irked profoundly at the confusion players had originally (but can I blame them?)
-Cubemaps have been generated, thus fixing the purple reflections.
-Soundscapes added.
-Trapdoors in teamspawn areas are now perfectly tuned to perfection.
-People shouldn't be getting stuck in doors. (A few people were complaining about getting stuck in the world in earlier playtests. After doing everything I possibly could to get stuck, I have determined that it is impossible. Which would explain why I never got to actually SEE these people get stuck. They obviously lied to bring me down. BUT I'M BACK UP AGAIN >:P)
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BETA 2 Release:
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-Improved response of trapdoors under spawn area to prevent them from sticking.
-Converted ground in front of bases into more displacement terrain.
-Added one way doors (from out to in) to the long first floor hallways in the middle, thus making the 2nd floor of the middle the main convergence point.
-Various decorations added.
-Added lights to the middle building to improve visibilty.
-Added more obstacles in open areas to nerf snipers.
-Switched out some textures.
-Fleshed out the two middle first floor hallways to look more interesting.
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Screenshots (Oldies, but goodies!):
http://img.photobucket.com/albums/v120/Cdsand/ctf_scorpion_b10001-1.jpg
http://img.photobucket.com/albums/v120/Cdsand/ctf_scorpion_b10000-1.jpg
http://img.photobucket.com/albums/v120/Cdsand/ctf_scorpion_b10002-1.jpg
http://img.photobucket.com/albums/v120/Cdsand/ctf_scorpion_b10003-1.jpg

Cdsand
11-04-2007, 02:58 PM
Continued-
http://img.photobucket.com/albums/v120/Cdsand/ctf_scorpion_b10001.jpg
http://img.photobucket.com/albums/v120/Cdsand/ctf_scorpion_b10000.jpg
http://img.photobucket.com/albums/v120/Cdsand/ctf_scorpion_b10004-1.jpg
http://img.photobucket.com/albums/v120/Cdsand/ctf_scorpion_b10005-1.jpg

Dox
11-04-2007, 07:34 PM
love the look, a little industrial, but also a little modern office.

ThatGuy
11-05-2007, 11:32 PM
Great job, my only concern is all the open areas give snipers advantage.

My clan server (32 slots) will be putting this on our rotation

66.36.243.9:27016

Cdsand
11-06-2007, 06:55 AM
*yawn* Just got up this morning. Glad to see that someone is trying the map. I may have a better beta out later today, so yeah. Hope it's decent.

Cdsand
11-06-2007, 08:31 PM
Beta 2 is out. Much improved I hope. Looks nicer I hope. Works better I hope.

ThatGuy
11-06-2007, 09:01 PM
alright, looking forward to playing it, good job on the map :)

& of course this version will also be on our server.

Cdsand
11-13-2007, 08:06 AM
Beta 3 is up. Now with less purple!

drpepper
11-13-2007, 08:13 AM
what was the cause of this 'purple'? or do you mean just purple textures?

Logo
11-13-2007, 09:07 AM
It was a side effect of the SDK workaround.

Cdsand
11-13-2007, 01:06 PM
Nope. It was the fact that the map didn't have cubemaps (reflections). I'm not talking about the purple that was in hammer, it is the purple that comes up when reflective materials don't have the necessary textures to have reflections.

Cdsand
11-13-2007, 08:34 PM
Ok, I seem to have accidently uploaded someone else's map in the heat of morning rush and confusion. Fixed it.

Cdsand
11-15-2007, 11:18 PM
Final version is out. Check it out!

Earl
05-11-2008, 06:52 PM
<thread necromancy> But, where can we download the final version of this map? </thread necromancy>