[map] pl_outback_b9

[map] pl_outback_b9

Re: [map] pl_outback_b9 Posted by SWATY on Wed Aug 26th 2009 at 4:46am
SWATY
6 posts
Posted 2009-08-26 4:46am
SWATY
member
6 posts 1 snarkmarks Registered: Aug 24th 2009
DOWNLOAD

http://forums.tf2maps.net/showthread.php?t=7715
http://www.fpsbanana.com/maps/101441

http://i32.tinypic.com/jsgbqf.jpg
http://i28.tinypic.com/2rcs9ox.jpg
http://i32.tinypic.com/5kj7v5.jpg
http://i29.tinypic.com/2w3amj4.jpg
http://i29.tinypic.com/znr5ub.jpg
http://i26.tinypic.com/28s31gm.jpg
http://i32.tinypic.com/2n0snk6.jpg
http://i31.tinypic.com/t89928.jpg
http://i32.tinypic.com/555rok.jpg
http://i25.tinypic.com/2mecww1.jpg
http://i26.tinypic.com/f42r6h.jpg

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 and balance both teams.

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: pe_henry@yahoo.com
Contributors: Robert (aka KIlla) for the Headshot sign texture, and Mat (aka S.COREA) for the FOAD sign.
Map description

A standard payload map for Team Fortress 2, Blu are escorting a bomb cart towards the red base.
Inspiration: pl_goldrush, Meet The Sniper Video.
Install: C:\Program Files\Steam\steamapps"username"\team fortress 2\tf\maps
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.

DOWNLOAD

http://forums.tf2maps.net/showthread.php?t=7715
http://www.fpsbanana.com/maps/101441
Re: [map] pl_outback_b9 Posted by SWATY on Sat Aug 29th 2009 at 11:57pm
SWATY
6 posts
Posted 2009-08-29 11:57pm
SWATY
member
6 posts 1 snarkmarks Registered: Aug 24th 2009
OUTBACK GOES RC!

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.

DOWNLOAD
http://forums.tf2maps.net/downloads.php?do=file&id=1890

[IMG]http://i27.tinypic.com/16hopip.jpg[/IMG]
[IMG]http://i27.tinypic.com/w06urp.jpg[/IMG]
[IMG]http://i27.tinypic.com/2mh3cw.jpg[/IMG]
[IMG]http://i27.tinypic.com/5a58qw.jpg[/IMG]
[IMG]http://i26.tinypic.com/2rpthr7.jpg[/IMG]
Re: [map] pl_outback_b9 Posted by G4MER on Sun Aug 30th 2009 at 9:56am
G4MER
2460 posts
Posted 2009-08-30 9:56am
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
Looks really good.
Re: [map] pl_outback_b9 Posted by Kampy on Sun Aug 30th 2009 at 12:36pm
Kampy
304 posts
Posted 2009-08-30 12:36pm
Kampy
member
304 posts 716 snarkmarks Registered: Dec 30th 2003 Occupation: student Location: Germany
you've really caught the TF2 atmosphere. looks like a standard map.
Re: [map] pl_outback_b9 Posted by Riven on Sun Aug 30th 2009 at 1:56pm
Riven
1640 posts
Posted 2009-08-30 1:56pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Man, yea this map looks pretty impressive. I wish you had uploaded it as a map profile though ;(

Haven't played through it yet, but I think I might be able to find it on a server.

If it's based on the "meet the sniper" vid, I'll be looking for that area where the demoman get's shot at and falls over. -Unless that area is part of an already released map I wasn't aware of, or didn't have the prowess to realize.
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: [map] pl_outback_b9 Posted by SWATY on Sun Aug 30th 2009 at 4:31pm
SWATY
6 posts
Posted 2009-08-30 4:31pm
SWATY
member
6 posts 1 snarkmarks Registered: Aug 24th 2009
Riven said:
Man, yea this map looks pretty impressive. I wish you had uploaded it as a map profile though ;(

Haven't played through it yet, but I think I might be able to find it on a server.

If it's based on the "meet the sniper" vid, I'll be looking for that area where the demoman get's shot at and falls over. -Unless that area is part of an already released map I wasn't aware of, or didn't have the prowess to realize.
The area where the demoman's gets shot at the and falls over is in the map, its at the last part of the map. I can't edit my first post for some reason.
Re: [map] pl_outback_b9 Posted by Riven on Sun Aug 30th 2009 at 4:43pm
Riven
1640 posts
Posted 2009-08-30 4:43pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Nice!

-Yea, editing posts (any posts) after 30 minutes of submitting it is prohibited.

We might add an exception for first posts to threads though.
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: [map] pl_outback_b9 Posted by Le Chief on Mon Aug 31st 2009 at 7:00am
Le Chief
2605 posts
Posted 2009-08-31 7:00am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Nice, does indeed look like the location from the Sniper Video. Unfortunately I'm not terribly big on TF2 so that's all I can say really.
Riven said:
We might add an exception for first posts to threads though.
Yeah I think that's a good idea. There are many legit reasons why somebody might edit their original post.
Aaron's Stuff
Re: [map] pl_outback_b9 Posted by SWATY on Tue Sep 8th 2009 at 9:58pm
SWATY
6 posts
Posted 2009-09-08 9:58pm
SWATY
member
6 posts 1 snarkmarks Registered: Aug 24th 2009
I'll be releasing rc2 soon with some big changes around the last part of the map.
Re: [map] pl_outback_b9 Posted by SWATY on Fri Sep 11th 2009 at 9:40pm
SWATY
6 posts
Posted 2009-09-11 9:40pm
SWATY
member
6 posts 1 snarkmarks Registered: Aug 24th 2009
RC2 IS OUT PEOPLE! :D

http://forums.tf2maps.net/downloads.php?do=file&id=1890

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.
-Closed 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.