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Furnace Creek
FURNACE CREEK
(cp_furnace_b4)
by Nineaxis and Youme
A 3-point Attack/Defend Capture Point map (like Gravelpit). The map is set at sunset, in the desert, where RED is building a parabolic solar array to power a solar ray.
Being worked on by Youme and Nineaxis, we're splitting work using dropbox as a way of sharing files incredibly easily. Currently it's gone through three versions to get layout and balance sorted which is nearly there. It's being overhauled as I type, completely detailed and polished, you can expect a first beta in roughly two weeks from this post.
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 Changelog |
Beta 4 released 21/08/09:
* Increased overall spawn times
* Reworked tunnel from C to A to open closer to the capture building
* Added an extension in a tunnel from C to B to facilitate a forward base from blu
* Added an extra set of stairs up to the point at A
* Added oil drums for cover on B
* Increased length of RED's spawn exits and changed glass to wood
* Increased number of signs
* Fixed minor playerclipping issues
* Player ragdolls now ignite upon death by solar-array-energy-beam
* Added 5 hidden rubber duckies
Beta 3 released 24/06/09:
* Reduced height of the tower dramatically
* Moved crane on the B building out of the way of rooftop players
* Increased the height of the ceiling playerclip at C
* Greatly improved playerclipping
* Increased danger of straying in the focus of the mirror array
* Detailing improvements over entire map
* Increased distance between cap point A building and the rear cliff
* Slightly adjusted spawn timers and capture time at C
* Added team ownership based spectator cameras
* Slightly decreased intensity of sun glare and slightly increased light levels
* Fixed soundscapes
* Miscellaneous other tweaks
Beta 2 released 10/05/09:
* Fixed scoring method, thus fixing tournament mode
* Fixed .res file containing incorrect information
Beta 1 released 10/05/09:
* Detailed the entire map
* Changed indoor stairs to cap C for improved ease of use
* Slightly adjusted cap times and respawn wave times
* Added custom models from Snipergen and a texture from Void.
* Updated menu photos and created a quicklist thumbnail
* Implemented lightmap grid optimisation
* Minor miscellaneous other changes |
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03-17-2009, 10:14 AM
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#1
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If you fail to prepare, then prepare to fail.
Fearlezz is offline
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Cant wait to see how the beta looks 
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03-17-2009, 06:24 PM
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#2
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Moderator Creative Suite
YM is offline
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Got some new screenshots out, so you can have some new teasers!!
(click for larger views)
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03-17-2009, 07:07 PM
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#3
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L8: Respected Expert
MangyCarface is offline
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Thanked: 531
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Looks great.
Further feedback: Make roof of B sloped to a large degree. People can kinda just loiter up there without repercussion.
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03-17-2009, 08:39 PM
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#4
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L4: Senior Member
|Cerious| is offline
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Quote:
Originally Posted by MangyCarface
Looks great.
Further feedback: Make roof of B sloped to a large degree. People can kinda just loiter up there without repercussion.
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This, but not for that exact reason. As a demoman, I like to place stickies right underneath the vertex, so that when people cross from one side i can just detonate the stickies. Besides, a sloped roof (THAT ONE CAN WALK ON, PLEASE) provides valuable cover for both the defense and the offense by allowing usage of the sides of the roof as kind of a wall to crouch behind away from the enemy entrances.
Also, nice and interesting style of the natural Hydro textures. The corridor picture reminds me of some of the corridors in Hydro that connect the radar dish and the dam.
Last edited by |Cerious|; 03-17-2009 at 08:46 PM..
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03-18-2009, 12:44 AM
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#5
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Lookat Dat Pig
Void is offline
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Did you two ever use the mud texture I made? I mean. I'm not forcing it on you to use it, it'd just be nice if you did.
I haven't played any maps lately, including Furnace Creek, so I wouldn't know.
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03-18-2009, 08:00 AM
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#6
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Moderator Creative Suite
YM is offline
Posts: 4,610
Thanks: 662
Thanked: 2,022
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Quote:
Originally Posted by Void
Did you two ever use the mud texture I made? I mean. I'm not forcing it on you to use it, it'd just be nice if you did.
I haven't played any maps lately, including Furnace Creek, so I wouldn't know.
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Yes we have, its not in the alpha versions but since beta 1 should be around 90-95% detailed so it will be in there.
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03-18-2009, 01:19 PM
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#7
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If you fail to prepare, then prepare to fail.
Fearlezz is offline
Posts: 768
Thanks: 361
Thanked: 236
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Looking good, but nothing new 
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03-18-2009, 03:14 PM
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#8
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Moderator Creative Suite
YM is offline
Posts: 4,610
Thanks: 662
Thanked: 2,022
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Ok then fearlezz how is this for new??
It shows off the texture I made for aligning tricky displacements. Makes it a dream to do.
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03-18-2009, 03:19 PM
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#9
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L?: Rider of Whales
DaBeatzProject is offline
Posts: 559
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Thanked: 297
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It looks HORRIBLE! 
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