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Quantum
The old layout was unsatisfactory, so Longhaul has been redone from the ground up with a brand new name to go with it.
Enter: CP_Quantum
Named for the function of the two doomsday devices adorning either base, each built by a team looking to control the other, as well as the radar tower in the middle.
Ze Credits so far:
Valve for TF2, the alpine theme, and Hammer
A Boojum Snark for his amazing entity and gametype libraries
SWATY for some excellent aid in map optimization, providing me with a place to have it hosted and general tips, greatly improving the quality of the map.
IcyEyes for some great feedback and useful advice
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 Changelog |
Longhaul_A0 to Quantum_A2:
-It's pretty much a new map. the old design wasn't working nearly as well as I wanted
A2 to A3:
-Highest floor of bases removed
-shipping containers added to lower base entrance
-roughly 75% texturing done
-some detail added
-death pits removed or replaced
-sniper towers made into decks
-more cover added to outdoor areas
-Passage to mid rerouted
-more satellite dishes added to mid tower
-spytech devices converted into custom models (not skinned yet) |
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10-04-2009, 06:28 AM
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#1
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Falcon Power!
Engineer is offline
Posts: 611
Thanks: 336
Thanked: 187
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It was boring and long as CTF, but its really great, that you remade it to CP.
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10-04-2009, 06:37 AM
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#2
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L3: Junior Member
Ankh is offline
Posts: 107
Thanks: 31
Thanked: 40
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yeah, hopefully this should be a bit more intense, and hopefully when the layout's done I can go back and make the CTF not suck either
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10-04-2009, 09:55 AM
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#3
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The TF2 Lobster
Nerdboy is offline
Posts: 890
Thanks: 163
Thanked: 305
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Quote:
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-Underground Removed (mostly)
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Not the underground! How will engineers set up teleporters in the enemy base now?
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10-04-2009, 01:13 PM
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#4
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L2: Member
Mr.Blob is offline
Posts: 93
Thanks: 15
Thanked: 18
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Oo, very nice. I think it's alot nicer than the ctf version
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Blob can has make a pl map soonz
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10-04-2009, 03:17 PM
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#5
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L3: Junior Member
Ankh is offline
Posts: 107
Thanks: 31
Thanked: 40
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Quote:
Originally Posted by Nerdboy
Not the underground! How will engineers set up teleporters in the enemy base now?
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by being ninjas. simple as that
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10-04-2009, 03:41 PM
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#6
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I am the vanguard of your destruction.
absurdistof is offline
Posts: 610
Thanks: 176
Thanked: 176
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I like the 5cp gametype change, it could give all of the map routes the attention they deserve
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10-04-2009, 07:52 PM
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#7
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L3: Junior Member
Seba-079 is offline
Posts: 176
Thanks: 73
Thanked: 34
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Holy hell, this looks be-a-ut-i-ful. I especially love the RED (final?) cap, some slick work there, sir.
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The Following User Says Thank You to Seba-079 For This Useful Post:
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10-04-2009, 08:11 PM
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#8
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L3: Junior Member
Ankh is offline
Posts: 107
Thanks: 31
Thanked: 40
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thank you! hopefully I'll get some testing done fairly soon
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10-16-2009, 05:17 AM
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#9
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L3: Junior Member
Ankh is offline
Posts: 107
Thanks: 31
Thanked: 40
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On lack of changes
The few of you on whose radars this has blipped may be wondering why this hasn't been updated lately. There's basically one reason for that:
OK, basically what's happening right now is Longhaul is being almost completely redone. The map as it stands, while pretty is inefficient and doesn't play out very well at all, in any game mode. So I decided to redo it, theme, layout and all are being changed - you won't even recognize it as the same map.
Indeed the next release will probably coincide with a name change to avoid confusion.
This new version will remain 5CP, retain the vertical emphasis, but as i said, it's basically a new map.
I'm debating, in fact whether to just make a new thread for it and delete the current two.
Any ideas regarding such a change? should I make a new thread? Is there a procedure in place for this? Are there any name ideas?
Do reply.
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