Notices

CP Fjord  Release Tools Comment
Screenshots


 
Fjord 



Map Version: Alpha 
Type: CP
Released: 08-06-2012 
Last Update: 08-06-2012 
pfh12998
L1: Registered

Default Fjord

Hello everyone! This is my first TF2 map. Ever. It's in Alpha, so there's your dev textures, and a sum props . It has 2 out of 4 planned control points in the area, and is a small map and is meant to be "quick" (even though the max time limit can go to 8 mins, when I add CP 3 :/). Also, a thing here is falling, on most points you can be blasted off into the sea.

CP_FJORD ALPHA V1_2

Known Issues-

-Time- is it too long?
-Few graphical errors

TO DO:
-MORE PROPS! MORE DETAIL!!!!!!!!
-brush fixes!
-displacements!
-Finish third CP basic structure and CP!
-Finish the map


That's all for now, folks! Run around and tell me more.


Changelog

cp_fjord v1_2

HUGE UPDATE!

-Added textures!
-MOAR props! No sightline!
-New building!
-Moved shack
-Added even more props
-Started work on third control point (if you beat the map you can go there and check it out so far! Or noclip, bloody cheater)
-New skybox


cp_fjord v1_1

More detail, more props!
-Added more props
-Added stairs to the shack next to CP_B
-Added a Shack next to RED spawn
-Added more HP and ammo kits
-Added a door in BLU spawn to help avoid spam
FIXES!
-Team barriers now function properly
-Fixed no Team Barriers on RED's side
-Fixed spawn doors closing
-Fixed water not displaying correctly

----------

Nothing



Old 08-06-2012, 06:54 AM   #1
LeSwordfish
Social Justice Half-Elf Bard
 
LeSwordfish's Avatar
 
LeSwordfish is online now
Posts: 2,187
Thanks: 922
Thanked: 1,658

Default


FJORD

This has been an official tf2maps.net in-joke

__________________
--- pl_crusoe --- plr_Jackal --- Tumblr --- @LeSwordfish --- Portal Buttons ---
---Adopted map --- #72hrmap --- Writing --- Twitter --- Original Portal mechanic ---
--- Only War: Armoured Fist --- Dark Heresy: Lost and Gone Forever ---

 
Last edited by LeSwordfish; 08-06-2012 at 06:59 AM.
Reply With Quote
The Following 2 Users Say Thank You to LeSwordfish For This Useful Post:

Old 08-06-2012, 07:18 AM   #2
pfh12998
L1: Registered
 
pfh12998 is offline
Posts: 12
Thanks: 4
Thanked: 0

Default


Oh god, does that mean it's taken?
 
Reply With Quote

Old 08-06-2012, 08:01 AM   #3
Aly
Now with 70% more Alpine
 
Aly's Avatar
 
Aly is online now
Posts: 1,479
Thanks: 1,280
Thanked: 1,265

Default


TF2Stats says no. And I have no idea what LeSwordfish is talking about.

In the future, you can use cl_drawhud 0 and r_drawviewmodels 0 to hide the hud and weapons for taking screenshots. (Or just hide your hud in spectator mode).

__________________

 
Reply With Quote
The Following User Says Thank You to Aly For This Useful Post:

Old 08-06-2012, 08:30 AM   #4
pfh12998
L1: Registered
 
pfh12998 is offline
Posts: 12
Thanks: 4
Thanked: 0

Default


Quote:
Originally Posted by Aly View Post
TF2Stats says no. And I have no idea what LeSwordfish is talking about.

In the future, you can use cl_drawhud 0 and r_drawviewmodels 0 to hide the hud and weapons for taking screenshots. (Or just hide your hud in spectator mode).
Oh! Thanks for the tip!

"Hard" at work now. (ie. new version soon)

EDIT: Soon as in, tommorow (GMT +8 here!) cya!
 
Last edited by pfh12998; 08-06-2012 at 09:45 AM.
Reply With Quote

Old 08-06-2012, 10:56 AM   #5
GPuzzle
Prestige's current apprentice
 
GPuzzle is offline
Posts: 631
Thanks: 113
Thanked: 132

Default


From the full map screenshot, I see a big sightline over looking the second point.
 
Reply With Quote

Old 08-06-2012, 02:07 PM   #6
colacan
L4: Senior Member
 
colacan's Avatar
 
colacan is offline
Posts: 206
Thanks: 107
Thanked: 52

Lightbulb


Is there any water in the map? Because you say that you can fall in the sea, but I can't really see it from the screenshots. Also that shed on the right of the third screenshot has no light inside of it.
EDIT: Don't know if you know (I think you do, but anyway), it's useful to put _a# (where # is a number) behind your map's name to keep different versions separate.

I downloaded it, because I was curious about the water... And then I found out some weird things. Some metal doors in the blu spawn that open once setuptime has finished should stay open. But they close after 3 seconds.
The water lets you see the vault, same goes for skybox when looking down. Also, I can just walk in the other teams spawnroom and resupply there. And the water-deathpit is going to be great for airblast-loving pyro's.
So a list:
- blu setupgates need a fix
- spawnroom doors with team filters
- water?
Just trying to give you some useful info

__________________
Sometimes you just need a little less gun. Or a pyro.
 
Last edited by colacan; 08-06-2012 at 02:26 PM.
Reply With Quote
The Following User Says Thank You to colacan For This Useful Post:

Old 08-06-2012, 07:48 PM   #7
pfh12998
L1: Registered
 
pfh12998 is offline
Posts: 12
Thanks: 4
Thanked: 0

Default


Quote:
Originally Posted by colacan View Post
Is there any water in the map? Because you say that you can fall in the sea, but I can't really see it from the screenshots. Also that shed on the right of the third screenshot has no light inside of it.
EDIT: Don't know if you know (I think you do, but anyway), it's useful to put _a# (where # is a number) behind your map's name to keep different versions separate.

I downloaded it, because I was curious about the water... And then I found out some weird things. Some metal doors in the blu spawn that open once setuptime has finished should stay open. But they close after 3 seconds.
The water lets you see the vault, same goes for skybox when looking down. Also, I can just walk in the other teams spawnroom and resupply there. And the water-deathpit is going to be great for airblast-loving pyro's.
So a list:
- blu setupgates need a fix
- spawnroom doors with team filters
- water?
Just trying to give you some useful info
I fixed the doors, the team filter texture doesn't work (They still work, I added filters to both areas), and the "missing" water is caused by lack of cubemaps. I'm going to fix all of it soon (ie next version).

IE. You can actually play a round! So I'll be posting that soon, as soon as I figure out how to get the filters to work properly (seriously, help! I can't get them to work, nodraw on all sides except the face that shows the no_entry texture right? I parented it AND told it the spawnrooms!), and to get a door to open properly when you get near it. For now, I'll probably use "On Touch, Opens"

So yeah! Look for a new version in the next hour! So much has been added, too!

EDIT: Checking for leaks, to fix water! Will upload. Soon!
 
Last edited by pfh12998; 08-06-2012 at 08:25 PM.
Reply With Quote

Old 08-07-2012, 02:45 AM   #8
colacan
L4: Senior Member
 
colacan's Avatar
 
colacan is offline
Posts: 206
Thanks: 107
Thanked: 52

Default


func_respawnroomvisualizer is what blocks the entrances of spawrooms, yes. If the func_respawnroom is set to red, the visualizers will keep blue out. So they should work if you set "associated respawnroom" to the name of the red spawn. No need to parent it to anything.
And the mapping resource pack from ABS has prefabs of doors, team filters and other stuff. So if you use those, the doors will work. (probably)
Good luck.

__________________
Sometimes you just need a little less gun. Or a pyro.
 
Reply With Quote
The Following User Says Thank You to colacan For This Useful Post:

Old 08-07-2012, 03:14 AM   #9
pfh12998
L1: Registered
 
pfh12998 is offline
Posts: 12
Thanks: 4
Thanked: 0

Default


Quote:
Originally Posted by colacan View Post
func_respawnroomvisualizer is what blocks the entrances of spawrooms, yes. If the func_respawnroom is set to red, the visualizers will keep blue out. So they should work if you set "associated respawnroom" to the name of the red spawn. No need to parent it to anything.
And the mapping resource pack from ABS has prefabs of doors, team filters and other stuff. So if you use those, the doors will work. (probably)
Good luck.
He, it works now (as you will see if you try the map now).

Anyways, I've textured a bit of it, added more stuff, and put up a new building between A and B for cover, as well as MORE cover, thinking now, I'm going to remove a bit, might be too hard to defend everything
 
Reply With Quote
Comment  

Previous Release Next Release
Release Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -5. The time now is 07:30 AM.