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Map Name: Underpass
 

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Released: 12-11-2009
 

Last Update: 12-11-2009
 
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Default Underpass

CP_Underpass

This is my new map cp_underpass.

It contains 1 level and 3 control points, the aim is for the blu team to capture all 3 points (A, B and C) before the time runs out. The name 'Underpass' comes from what i plan to do. The second control point will be located in an under ground room which the blu team will have to go through to get to the 3rd point. In this map i am trying to give all classes an equal chance. E.G. adding sniper points, places for engineers to set up, places for people to hide etc.

This is my first Team Fortress 2 map.
Please post comments and suggestions but be nice.

Also, The lighting effects my looks weird/bitty in the photo's as i only do the fast compile.

- Displacements are going on soon
- Props and coverage are going on soon
- New screen shots added! (08/01/2010)

Any other tips or suggestions would be appreciated
Changelog
- Seconds Cap point added.
- Unreachable details added.
- Structure of Underpass area complete.
- Player clips added.
- 2 New buildings added.
- Skin updates on props.
- Additional prop detail added in open areas.
- Details changed in some buildings.

*(These are currently updated on the screen shots)*

Old 12-11-2009, 04:44 PM   #1
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Looks really nice for a first map, only your large, flat ground is a bit boring, try using displacements, adding obstacles and generally making the areas a bit smaller.

Also, maps start with a1 as a version if they havent been tested
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Old 12-11-2009, 04:54 PM   #2
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Quote:
Originally Posted by Nutomic View Post
Looks really nice for a first map, only your large, flat ground is a bit boring, try using displacements, adding obstacles and generally making the areas a bit smaller.

Also, maps start with a1 as a version if they havent been tested
Ok, thanks and displacements are going on soon anyway. I needed to finish some things before that happens. Thank's for the advice though
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Old 12-11-2009, 05:03 PM   #3
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Looks like you've gone pretty far with the details, and it looks rather nice. But you shouldn't worry too much about making it look good yet, just develop the gameplay for now and detail later.
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Old 12-11-2009, 05:21 PM   #4
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Quote:
Originally Posted by Muffin Man View Post
Looks like you've gone pretty far with the details, and it looks rather nice. But you shouldn't worry too much about making it look good yet, just develop the gameplay for now and detail later.
Thank's.

I usually do it section by section adding the main details to get it looking right then polish it off at the end but I will take that advice on bored
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Old 12-11-2009, 06:43 PM   #5
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it looks really nice judging from the screenshots. i would advise turning the quality up a little before you take screenshots though, because those are pretty ugly looking screenshots (i mean the actual screenshots look ugly, not the map). i would advise following at least part of this guide, because even though it isn't necessary to have perfect quality on informal-ish screenshots like those, it would look a lot better if the quality was turned up a bit

anyway, good-looking map. can't wait to see how it plays!
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Old 12-11-2009, 06:57 PM   #6
Nerdboy
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A looks like a sniper fest.
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Old 12-12-2009, 05:05 AM   #7
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Quote:
Originally Posted by Firest0rm View Post
it looks really nice judging from the screenshots. i would advise turning the quality up a little before you take screenshots though, because those are pretty ugly looking screenshots (i mean the actual screenshots look ugly, not the map). i would advise following at least part of this guide, because even though it isn't necessary to have perfect quality on informal-ish screenshots like those, it would look a lot better if the quality was turned up a bit

anyway, good-looking map. can't wait to see how it plays!
Ok thanks. I used fraps so that's why they are not so good, so i will try doing that then
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Last edited by Monster Killer; 12-12-2009 at 05:11 AM..
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Old 12-12-2009, 05:08 PM   #8
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Quote:
Originally Posted by Nerdboy View Post
A looks like a sniper fest.
Im sure he appreciates the excellent feedback, although however I must agree that more cover in the open areas would not go amiss.
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Old 12-12-2009, 05:16 PM   #9
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Quote:
Originally Posted by Demonsul View Post
Im sure he appreciates the excellent feedback, although however I must agree that more cover in the open areas would not go amiss.
Yes i also think that it is a problem with it at the moment. I plan to go over all that when the main layout and that is done. Thank's for that
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control point, industrial, map, underpass

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