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Outback 



Map Version: Release Candidate 
Released: 06-28-2009 
Last Update: 06-28-2009 
S.W.A.T.Y
Banned

Default Outback

[ame="http://www.youtube.com/watch?v=u4o8LMjCCP4"]YouTube- Pl_Outback_rc4 Video Flythrough[/ame]




After 9 months of hard work the map is done and ready for public use. The map is based on meet the sniper video, it doesnt mean that its sniper friendly because its not. My main focus with outback is to make everything from the 'Meet the sniper video" in my map.


README

-----------------------------

PL_OUTBACK

Gametype: Payload
Players: 24-32
Scoring mode: 1 point per checkpoint captured
Author: Henry P (aka S.W.A.T.Y)
E-mail: [email protected]
Contributors: Mat (aka S.COREA) for the FOAD sign. Robert (aka killa) for the head shot sign.

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Map description

A standard payload map for Team Fortress 2, Blu are escorting a bomb cart towards the red base.

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Inspiration: pl_goldrush, Meet The Sniper Video.

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Install: C:\Program Files\Steam\steamapps\"username"\team fortress 2\tf\maps

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Change Log from b2 to b3

b2 to b3 changes:

-Added HDR to the map.
-Added more details to the blue team's spawn room.
-Fixed a case where players would build sentry guns in the spawn room.
-optimized the map a bit.
-Clipped some buildings from preventing players to get on the roofs.
-Reduced the filesize by 5MB.
-Added a resupply locker to the red team's first spawn room.
-Redid the ground in some places of the map.
-Fixed the cart getting stuck.
-Fixed some bad lighting shadows.
-Fixed the tracks from going underground in some part of the map.
-Removed some health packs.
-Added more details to the tunnel.
-Added stairs to the 2nd red team's spawn.
-Fixed the doors in the red team's where the players would get stuck inside the spawn.
-Added details to the last part of the map, near the last cap.
-Fixed a window where the players would go under the map.
-Added more lighting to the tunnel.
-Fixed a case where players would get stuck under the cave.
-Gave the blue team more time to cap the first and second point.
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Change Log from b3 to b4

b3 to b4 changes:

-Added more details to the tunnel and sound.
-Fixed purple and black textures in some windows.
-Fixed a spot where the players would build on top of the objects near the 1st point.
-Fixed a hole above the cave.
-Fixed a place where the players would get stuck in the middle of the rock.
-Fixed another place where the players would get stuck between a rock and the wall.
-Fixed a place in the tunnel where the players would see behind the map.
-Removed the dust particles from the tunnel.
-Fixed some objects not being solid.
-Fixed an object being stuck in the wall.
-Fixed some bad lighting on some objects.
-Fixed a place where the players would get on the ledge of the roof.
-Made the big blue building where the cart starts a little smaller.
-Added more details to the first part of the map.
-Added details to the Blue team's spawn room.
-Made the fences smaller near the 2nd point.
-Added a shack near the 2nd point.
-Scaled down some objects for being too tall compare to players.
-Scaled down the 2nd Blue spawn.
-Rebuild the ground in the first area of the map.
-Optimized the map some more.
-Clipped some buildings where people would get on the edges.
-Fixed a few bad lightings on the walls.
-Improved performance overall by over 65%.
-Detailed the last part of the map.
-Added gates to some parts of the map from preventing players from going out of fighting area.
-Fixed the stairs to the last part of the map.
-Made the 2nd to the 3rd point area smaller.
-Reduced the filesize by 15MB.

---------------------------------

Change Log from b4 to b5

b4 to b5 changes:

-Fixed a place where you would get stuck near the 2nd point.
-Fixed some bad lighting near the 2nd point.
-Fixed some textures overlapping with each other at the last part of the map.
-Fixed the gates after capping the fist point where players would get stuck.
-Fixed some parts of the map where you could see underground.
-Added more ammo/health to the map.
-Added more details to the last part of the map.
-Fixed some clipping issues.
-Fixed some props in the red team's 2nd spawn floating around.
-Fixed a problem where the blue team would cap the 3rd point and not get extra time.
-Added some stairs around the 3rd capture point.
-Fixed a place where players would get stuck under the house when going to the 2nd point.
-Made the last part of the map near the road a bit smaller.
-Fixed a few other places where people would build on the roofs.
-Added more lights to the red team's first spawn.
-Added more details to the map overall.
-Removed one of the doors from the red team's first spawn.
-Fixed a hole in the 3D skybox.
-Fixed a few stairs that people would get stuck.
-Optimized the map using func_occluder.
-Fixed the cart not healing the players.
-Put a door in the blue building near the 3rd cap point.
-Made the height of the stairs in the first building a little bigger.
-Redid the second to last part of the map.
-Added more engi support for the red team around the 3rd point.
-fixed another place where players would get stuck under the bridge near the 1st cap point.
-Added more rocks to the first part of the map.
-Fixed some tracks overlapping with each other.
-Fixed the cart going off the tracks after capping the 3rd point.
-Added a few more signs to the map.
-Made the window near the 3rd point a bit lower for snipers.
-Took out one of the tunnels near the 2nd cap point for balance.
-Huge performance improvement using func_areaportals.
-Changed a few things at the last part of the map.
-Made the map less sniper friendly.
-Fixed the double railing on the last part of the map.
-After capping the 2nd point, blue spawns in a diff spawn.
-Changed the time to 4 mins for the first cap.

---------------------------------

Change Log from b5 to b6

b5 to b6 changes:

-Fixed a displacement problem in the 3D skybox.
-Fixed some bad lighting in the blue's first spawn.
-Fixed a place where the players would get stuck near the stairs after the 2nd point.
-Fixed a few nodraw spots being visisble in the map.
-Change an incorrect sign in the red's spawn.
-Removed some big health/ammo packs of being way too many around the map.
-Fixed a few tracks not connecting with each other.
-Removed the tunnel for balancing both teams.
-Fixed a few props floating around the map.
-Fixed a func_respawnroomvisualizer being outside the door.
-Added more lighting to the blue's first spawn.
-Changed the place of the C sign.
-Added more details to the map overall.
-Improved performance after the 2nd point.
-Took out the mini tunnel that would get you from 2nd to the 3rd point.
-Changed the big arch above the 2nd point.
-Added another Blue Spawn for the blue team after they cap the 3rd point.
-Reduced the filesize by 6MB.
-Redid one of the buildings at the last part of the map.

---------------------------------

Change Log from b6 to b7

b6 to b7 changes:

-Fixed a hole in the gates of the blue's first spawn.
-Fixed a floating prop after the 3rd point.
-Added a bit of lighting to the blue building at the first part of the map.
-Made the first and second part of the map a lot smaller now.
-Added a bit more lighting to blue's first spawn.
-Fixed a bunch of clipping issues.
-Fixed a few visible nodraw surfaces.
-Closed off the red building near the 3rd point.
-Added more details overall.
-Added more health/ammo packs to certain areas.
-Added stairs to the 3rd Blue spawn which lead you to the sniper deck.
-Added Volumetric lighting to certain areas of the map.
-Added Dynamic signs to the map.
-Redesigned a some areas of the map.
-Fixed some places where players would get stuck.
-Fixed the animation on the resupply cabinet not working.
-Improved performance via func_occluder.
-Reduced the filesize by 2MB.

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Change Log from b7 to b8

b7 to b8 changes:

-Fixed a few visible nodraw spots in the map.
-Fixed some displacement problems near the 1st red spawn.
-Fixed some places where players would get on the windows of the 1st red's spawn.
-Fixed a place in the 1st red spawn where engis would build in the spawn.
-Clipped some stairs to make it easier for players to get up the stairs.
-Improved performance via func_occluder.
-Fixed a problem with cubemaps.
-Clipped a lot of buildings that players were getting stuck on.
-Made the 2nd part of the map a bit smaller after the 1st point.
-Added a bridge after the 3rd point.
-Prop optimization.
-Added more details around the map.
-Fixed a case where pyros would kill players through the gates of the first spawn.
-Fixed the doors not closing after capping the 1st point for the 1st red spawn.
-Added a door after capping the 1st point preventing the red players from going back to the spawn.
-Redesigned a few buildings.
-Changed the name of the map to Winnebago.

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Change Log from b8 to b9

b8 to b9 changes:

-CHANGED THE NAME OF THE MAP TO PL_OUTBACK (WON'T CHANGE ANYMORE!)
-Removed the Do not enter sign on the door of red first spawn.
-Fixed a visible nodraw brush on the first part of the map.
-Fixed a bunch of places where players would get stuck.
-Removed the stairs before the 2nd cap on the right side so that red has an advantage and can deal with the setbacks.
-Improved performance at the last part of the map.
-Added more details to the map around the map.
-Fixed the explosion debris floating in the air.
-Fixed some nodraw brush visible around the map.
-Gave the blue team an extra 1:30 mins to cap the first point.
-Filled up some empty spaces around the map.
-Made the area between cap A and B a lot smaller now.
-Improved performace in the 3D skybox.
-Fixed a bunch of clipping issues.
-Added more lights to the area under the house after capping the first point.
-Clossed off a lot of empty areas around the map.
-Fixed a place at the last cap where you could land on some solid objects.
-Fixed some displacements issues.
-Removed the stairs near the 3rd point.
-Removed blue's 3rd spawn and made them spawn in red's spawn after capping the 3rd point.
-Clipped a few stairs around the map.
-Reworked Blue's first spawn.
-Fixed the weird shadows.
-Fixed the sound capping issue.
-Moved the 3rd point a bit back.
-Prop optimization.
-Changed the skin of the loudspeaker prop outside the blue base.
-Fixed the cart flying in some parts of the map.
-Fixed a few problems with the 3D skybox.
-Fixed some incorrect spawnpoints.

-----------------------------------

Change Log from b9 to RC

b9 to RC changes:

-Fixed a problem with the 2nd red spawn with players camping the spawn
-Made a second spawn for the red team at the last point.
-Moved the last point closer to the sniper road therefor fixing the long distance between the 3rd point to the last.
-Completely redesigned the last part of the map.
-Fixed some problems with the shadows in the spawnrooms.
-Fixed the sniper road after the 2nd point floating in the air.
-Fixed a bunch of clipping issues.
-Fixed some displacement problems around the map.
-Added collision to some props.
-Added detail around the map.
-Improved Blue's first spawnroom.
-Fixed some fading problems with the props around the map.
-Improved alignement on some textures.
-Fixed some visible no draw brushes.
-Removed dust motes.
-Removed a few stairs at the 2nd point.
-Improved a bit fps around the 1st and 2nd part of the map.
-Clossed off some paths around the last part of the map.
-Reduced the filesize by 5MB.


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Change Log from RC to RC2

RC to RC2 changes:

-Fixed some props clipping to the wall.
-Prop optimization throughout the map.
-Made the 2nd Red spawn deeper underground to give the blue team a chance to attack.
-Fixed some overlays problems.
-Fixed 99% of the clipping issues.
-Fixed a bunch of displacement issues.
-Clipped all the stairs in the map.
-Made some changes around the last part of the map.
-Clossed off some corners around the last part of the map to give red more support to defend.
-Gave blue team more time after capping the 1st and 3rd point.
-Improved fps first part and last part of the map.
-Reduced the spawn time for red team to 8 secs after the 2nd cap.
-Fixed some ugly shadows around the map.
-Added Spec Cameras to the map.
-Optimized the map with hint and skip brushes in some areas.
-Added a dynamic sign for the red team at the 2nd spawn making it less confusing where to go.
-Fixed a few doors not opening fast enough.

-------------------------------------


Change Log from RC2 to RC3

RC2 to RC3 changes:

-Added menu photos when you first load up the map.
-Fixed a few places where you get stuck
-Changed Red Team's last spawntime to 14 secs.
-Fixed some minor issues withe spec cameras.
-Fixed a problem with the timer going over 10mins when capping.
-Fixed a few textures overlapping.
-Fixed a few visisble nodraw brushes at the first part of the map.
-Fixed the C sign at the last point to say D.
-Fixed a floating sign in red's 2nd spawn.
-Map optimization with hints/skips

RC3 to RC4 Changes:

-Fixed some player clipping problems around the map
-Disabled collision on some props to avoid players getting on them.
-Fixed some brush work problems.
-More optimization using hints/skips
-Fixed some displacements popping out.
-Made the one way door at the last point both way door to make it easy for blue to attack red team.
-Added another route to last point.

SPECIAL THANKS!

-Runtime
-Shrimpster
-What's Up Doc?
-Killa
-S.COREA
-Kankle










Old 06-28-2009, 09:52 PM   #1
grazr
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If this is the map that i think it is/"was" in its earlier beta's then i think it has improved a LOT.

Scaling is more appropriate, theme is accurate and less messy, skybox has improved in the same way. Looks like fun now.

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Old 06-28-2009, 10:13 PM   #2
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Quote:
Originally Posted by grazr View Post
If this is the map that i think it is/"was" in its earlier beta's then i think it has improved a LOT.

Scaling is more appropriate, theme is accurate and less messy, skybox has improved in the same way. Looks like fun now.
I scaled a lot of buildings down because they were too big. Im glad you like it, Im working on b5 now, trying to get the custom models to work but no luck so far( I fail at modeling).
 
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Old 06-28-2009, 10:38 PM   #3
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Being able to do both mapping and modeling puts you in a position where any other individual that either maps or models singularly (as is usually the case) could be considered handicapped! Both skills are saught after and perfect combined.

I'd say it, but i'm not sure you need it, goodluck with your future releases.

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Old 06-29-2009, 05:24 PM   #4
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Im having lots of problems making the Sniper's truck model from meet the sniper video. I think Im going to ask one of my friends to do it for me. Anyways, I reduced the filesize by 10 more MB in b5, It should be out soon.
 
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Old 07-03-2009, 09:33 AM   #5
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Oh man I love the highway. I don't know why - it just looks great.

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Old 07-03-2009, 07:19 PM   #6
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Map is WAY too big and open. Cart path is way too long and seems like you didn't think the gameplay through at all. There are very long sections where its just a straight cart path with nothing interesting for setting up a defense or attacking. Also after you cap the 2nd point, defense spawns around the corner, letting the RED team have a ridiculous flank FROM THEIR OWN SPAWN. No team in any server would be able to get past a RED spawn that automatically lets you flank the attacking team.

You did some very nice things with the detailing/modeling in some areas, but you need some dynamic gameplay to compliment the looks. The whole sniper video area looks amazingly perfect, excpet you never get to really see it! Try including that in the carts path rather than off in the distance.

If you wanted to improve the map, make the thing A LOT smaller, I'm talking much much smaller. Add some vareity to the cart path, and get rid of that section where the path is right up against the fence in a straight line. Fix the bad RED spawn, and possibly move the RED spawn back after they cap 1 similar to Halfacre/Stovepipe.

Sorry if I sound like an asshole, but you have everything to make this map incredible, just spend some time thinking about how it will play rather than how it looks.

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Old 07-04-2009, 01:35 AM   #7
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Quote:
Originally Posted by kankle_king View Post
Map is WAY too big and open. Cart path is way too long and seems like you didn't think the gameplay through at all. There are very long sections where its just a straight cart path with nothing interesting for setting up a defense or attacking. Also after you cap the 2nd point, defense spawns around the corner, letting the RED team have a ridiculous flank FROM THEIR OWN SPAWN. No team in any server would be able to get past a RED spawn that automatically lets you flank the attacking team.

You did some very nice things with the detailing/modeling in some areas, but you need some dynamic gameplay to compliment the looks. The whole sniper video area looks amazingly perfect, excpet you never get to really see it! Try including that in the carts path rather than off in the distance.

If you wanted to improve the map, make the thing A LOT smaller, I'm talking much much smaller. Add some vareity to the cart path, and get rid of that section where the path is right up against the fence in a straight line. Fix the bad RED spawn, and possibly move the RED spawn back after they cap 1 similar to Halfacre/Stovepipe.

Sorry if I sound like an asshole, but you have everything to make this map incredible, just spend some time thinking about how it will play rather than how it looks.
Im putting another spawn in beta 5 (which i will be releasing soon ) where the blue team will spawn after capping the 2nd point so they wont have to walk that far anymore. I have spent so much time on this and I honestly dont know how to fix it anymore.
 
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Old 07-04-2009, 12:50 PM   #8
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Yeah swaty, listen to kankle.

Function before form. Make sure it has good gameplay.

And kankle says its too big now? I havent seen the map since b1 maybe but if you say its 10x smaller now and its still too big..

Do what needs to be done, I know you want to finish it up cause youve spent around 6-8 months on it but if you just get it over without spending time on it you'll have wasted all the time you spent on it

dont release another beta before its necessary, i.e. dont just release another beta for every minor change. once you rework the areas that are too big or have bad gameplay then release a beta to retest. a beta shouldn't really have anything left on the todo list, it should be to find problems and if there arent any that beta becomes a rc

"Try including that in the carts path rather than off in the distance. "

thats important

Instead of putting that in the distance, put the water area you had originally in the distance. That dam and the lake
 
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Old 07-05-2009, 12:39 AM   #9
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Quote:
Originally Posted by runtime View Post
Yeah swaty, listen to kankle.

Function before form. Make sure it has good gameplay.

And kankle says its too big now? I havent seen the map since b1 maybe but if you say its 10x smaller now and its still too big..

Do what needs to be done, I know you want to finish it up cause youve spent around 6-8 months on it but if you just get it over without spending time on it you'll have wasted all the time you spent on it

dont release another beta before its necessary, i.e. dont just release another beta for every minor change. once you rework the areas that are too big or have bad gameplay then release a beta to retest. a beta shouldn't really have anything left on the todo list, it should be to find problems and if there arent any that beta becomes a rc

"Try including that in the carts path rather than off in the distance. "

thats important

Instead of putting that in the distance, put the water area you had originally in the distance. That dam and the lake
Im completely redoing the second to last part of the map and this time its a lot smaller, trust me. I need people on our server Runtime to play test it but we never have enough people to play the map. Im trying hard to make the map look good and keep the filesize down, right now in b5 its 60Mb so I have reduced it by 10 more mb since b4. Im trying to fill up the empty spaces that I have in my map, and "I think"that I have fixed all the major bugs in my map and I cant find anymore now. I have spent a lot of time optimizing b5 and its working great so far. I fixed a few cases where the engine would render all the rocks, tress etc behind the building where it wasnt necessary since you cant see them behind the building and that was killing the fps.
 
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