Re: [map] cp_plot
Posted by G4MER on
Wed Dec 31st 2008 at 11:36am
Posted
2008-12-31 11:36am
G4MER
floaty snark rage
member
2460 posts
360 snarkmarks
Registered:
Sep 6th 2003
Location: USA
Nice.. I have yet to DL and play it, but the screenshots sure look nice. I will check it out later and give a more indepth review.. I love the mouse hole.
From the over lay this map looks really simple.. make half the map and your done. =) I love projects like that.. easy way to get quick balance.
Re: [map] cp_plot
Posted by NightWolf91 on
Sun Jan 11th 2009 at 5:43am
3 posts
260 snarkmarks
Registered:
Dec 30th 2008
Alright after play testing with a group of 24+ players I have a changelog for 1.1
Finished:
-Made center CP take slightly longer to cap
-Made last point points take 5 seconds instead of 1 second to cap (Don't know how that one got past testing)
-Fixed dying in spawn rooms on changing classes
-Added directional arrows
-CP 3 now adds time to the clock on cap
-Made all spawn rooms other than 1 and 5 exit only
-Added a new route from point 2 to 3 and 4 to 3
-Added extra entrance to point 3
-Removed point 3 sniper balconies (preventing spam)
-Fixed getting stuck behind containers at point 3
Need to do:
-Add a little more health/metal packs
-Add cap point cams
I don't think it will be done tomorrow since I have to work all day. It should be out Tuesday or Wednesday at the latest. (Hopefully)
If there are any objections let me know, with a good reason of course :P
Re: [map] cp_plot
Posted by reaper47 on
Mon Jan 12th 2009 at 12:29am
Posted
2009-01-12 12:29am
2827 posts
1921 snarkmarks
Registered:
Feb 16th 2005
Location: Austria
Sorry, I don't have TF2, but from the screenshots, it looks very tasty. Seems like you're one of the few mappers that truly "get" the TF2 style. Good job!
You could try and find some new vistas for the future, since the "secret rocket base" thing has been done a lot now. Keep it for this map, though. It looks great.
Re: [map] cp_plot
Posted by Riven on
Tue Feb 10th 2009 at 1:25am
Riven
Wuch ya look'n at?
super admin
1640 posts
1266 snarkmarks
Registered:
May 2nd 2005
Occupation: Architect
Location: Austin, Texas, USA
Wow, what a great map for TF2! I found zero problems or glitches (even cosmetic glitches) when running through the map, and the layout looks promising.
It looks great and plays great, I recommend this map be downloaded by everyone! Great texturing and architecture looks interesting enough. Feels like another great TF2 map!
Re: [map] cp_plot
Posted by NightWolf91 on
Tue Feb 10th 2009 at 1:25am
3 posts
260 snarkmarks
Registered:
Dec 30th 2008
Alright after play testing with a group of 24+ players I have a changelog for 1.1
Finished:
-Made center CP take slightly longer to cap
-Made last point points take 5 seconds instead of 1 second to cap (Don't know how that one got past testing)
-Fixed dying in spawn rooms on changing classes
-Added directional arrows
-CP 3 now adds time to the clock on cap
-Made all spawn rooms other than 1 and 5 exit only
-Added a new route from point 2 to 3 and 4 to 3
-Added extra entrance to point 3
-Removed point 3 sniper balconies (preventing spam)
-Fixed getting stuck behind containers at point 3
Need to do:
-Add a little more health/metal packs
-Add cap point cams
I don't think it will be done tomorrow since I have to work all day. It should be out Tuesday or Wednesday at the latest. (Hopefully)
If there are any objections let me know, with a good reason of course :P