|
|
|
 Screenshots |
|
|
|
Seaside
This was a map made for the first 2fort2furious Iron Mapper competition.
It was made in two sessions two weeks apart, 4 hours in each session. The total build time for this map, with compiles, was 9 hours with no playtesting at all.
The goal was to make a map as fast as possible. [ame="http://forums.tf2maps.net/showthread.php?t=10515"]My opponent Acegikmo produced a very cool entry as well.[/ame]
It has been tested to be playable, so go ahead and run it if you wish. We hope to see more participants in future Iron Mapper events!
CREDITS:
Swamp Team
Acegikmo- Opponent and material artist
ABS, Ravidge, Acegikmo- Useful speed-mapping references (prefabs, galleries)
FLOOR_MASTER- coding for Iron Mapper, hosting, etc etc etc etc
|
|
 Changelog |
A2
Detail pass
Entity fixes
A1
Layout, basic detailing |
|
|
|
|
11-07-2009, 05:18 AM
|
#1
|
|
L7: Guru
DaBeatzProject is offline
Posts: 974
Thanks: 1,519
Thanked: 692
|
-bleep- will download soon and run around in this beauty!
|
|
|
|
|
The Following User Says Thank You to DaBeatzProject For This Useful Post:
|
|
11-07-2009, 10:09 AM
|
#2
|
|
Grand Vizier
Ravidge is offline
Posts: 989
Thanks: 321
Thanked: 880
|
Played it yesterday. Felt very chaotic, probably because of the small size for a 32 player server.
Basically you could go anywhere on the map. And so could the opponent, making it hard to predict their movement, not really a bad thing. But it was a little unfocused from time to time.
I think lowering the capture time will make the map more fun. It seemed like the first team to capture had a pretty easy time holding it, since they could pretty much rocketjump over a wall and be "in position" again.
The map looks a lot better than what I would imagine to come from the ironmapper event, I was expecting something barely playable, but this is actually decently detailed!
Good work.
|
|
|
|
|
The Following User Says Thank You to Ravidge For This Useful Post:
|
|
11-07-2009, 03:57 PM
|
#3
|
|
L3: Junior Member
Jindo is offline
Posts: 121
Thanks: 55
Thanked: 118
|
Looks great, something I failed to mention when commenting on Ace's map was how astounded I was at how quickly you both managed to produce such excellent maps.
One thing I really love about this map - although it's not as clear from these screenshots as it is from other previews - is how the entire playable area of this map is set on a cliff/large rock/whatever you prefer to call it.
The map looks superb, I'm sure it plays superb too, I am really looking forward to playing both this and Autumn as soon as possible.
Keep up the great work both of you!
|
|
|
|
11-08-2009, 02:08 PM
|
#4
|
|
Mapping Coding Drinking
Nutomic is offline
Posts: 868
Thanks: 201
Thanked: 169
|
Did you already block this map out before the event? Cant imagine making this without any planning before 
__________________
|
|
|
|
11-08-2009, 02:14 PM
|
#5
|
|
Veteran Member
Acegikmo is offline
Posts: 517
Thanks: 151
Thanked: 359
|
Quote:
Originally Posted by Nutomic
Did you already block this map out before the event? Cant imagine making this without any planning before 
|
None of us blocked it out before the competition 
|
|
|
|
11-08-2009, 02:48 PM
|
#6
|
|
Currently MIA
MangyCarface is offline
Posts: 1,338
Thanks: 966
Thanked: 702
|
All we had was a basic idea of theme, Ace wanted to try something fall-y, and I wanted to do whatever the opposite of his would be, so I ended up doing 'spring'. I tried to think of some spring-related elements but none of this was blocked out before the event, it was a lot of fucking around in the first hours.
|
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
|
All times are GMT -5. The time now is 05:14 PM. |
|
|