Play testing my map
- Bricksolid
- Got Allfum
- Posts:544
- Joined:Mon Dec 10, 2007 12:04 pm
- Location:Prospect, CT
Hello,
Since it seems like people got lifes all the sudden, im going to test the map when i see fit.
Its pretty big unzipped so i dont think u want to dl from the server. Its not fully finished it is just to test the layout and functionality of everything. You are welcome to post comments here after the test.
Thank you,
Bricksolid
Download link:
http://www.fx-webdesign.com/clanftpseye ... -alpha.rar
I bought a server
connect 208.167.234.158:27015; password oohdang
Release notes:
Version .02:
-----
Fixed the annoucement of final point being capped for the first cp.
Fixed some minor nodraws that the player can see.
Fixed the problem with players getting stuck at the front of the vent in the first blue spawn.
Fixed the bright signs, items, and blue cp points.
Added a light block to blue first spawn to make the bottom seem more endless.
Added a new sign to tell the public that this map is still not finished.
Added a new splash screen for testing.
Added letters to the cps to better distinguse them.
Adjusted spawn room timers.
Added new messages that are the correct tf2 texture.
Added player clips, lights, and rails in the fuel room to help stop people falling down there.
Added more detail to the "shooting range"
Added some light models where we believe the map is not changing.
Added a little detail to the red third spawn.
Changed the ladder in "mantiance room" to a ramp for better performance.
Attempting to make the .bsp smaller for eaiser download time.
Fixed sound issues on round three doors.
Attempting new messages so players have more of a sense when they have to wait for round changes.
------
Version .03
------
Added custom textures for the cps(i swear to god if anyone gets lost i will shoot you in the head.)
Added a new way in the fuel room to help get around better on the second level.
Added more lights to the fuel room.
Added respawn/control point signs change team to help reduce the confusion of which respawn is where are such.
Added more signs to help show the way
Fixed the model disappearing in the barracks.
Moved a health locker closer to the orange door in the locker room to cut down on travel time and eaiser to heal from that door.
Made it easier to jump up from the first vent.
Might of fixed the problem with red being able to cap c or d after blue should of won the round.
Reducing the .bsp file even more.
Changed the "shooting range" and "lounge" respawn rooms to have less travel time in the spawn room.
------
Version .04 (Alpha)
------
Fixed red spawning in the wrong spawn room.
Fixed red being able to recap after blue team has secured round 2 cps.
Fixed alarms/sirens/sounds play when not suppost to.
Changed the arrows that glowed because apparently they show through walls.
Changed red's last spawn to top level and shorted the long ass hallway. As we did this we also closed off the most used passage to force people to go other routes and see how well it works. We might remove this hallway all together because its just long and not really important.
Changed a few things here and there.
Added a few things here and there.
Added spot lights on the fuel tanks so they arent so dark.
Added more custom signs for more detail.
Adjusted how some of the doors opened because they were opening wrong.
------
Further updates:
More textures, lighting, and detail.
More optimising of the rocket room.
Reworking the way to get to the final cp.
fixing any more bugs that lurk around.
------
If anyone has anything to bring up please post here.
Thank you!
Since it seems like people got lifes all the sudden, im going to test the map when i see fit.
Its pretty big unzipped so i dont think u want to dl from the server. Its not fully finished it is just to test the layout and functionality of everything. You are welcome to post comments here after the test.
Thank you,
Bricksolid
Download link:
http://www.fx-webdesign.com/clanftpseye ... -alpha.rar
I bought a server
connect 208.167.234.158:27015; password oohdang
Release notes:
Version .02:
-----
Fixed the annoucement of final point being capped for the first cp.
Fixed some minor nodraws that the player can see.
Fixed the problem with players getting stuck at the front of the vent in the first blue spawn.
Fixed the bright signs, items, and blue cp points.
Added a light block to blue first spawn to make the bottom seem more endless.
Added a new sign to tell the public that this map is still not finished.
Added a new splash screen for testing.
Added letters to the cps to better distinguse them.
Adjusted spawn room timers.
Added new messages that are the correct tf2 texture.
Added player clips, lights, and rails in the fuel room to help stop people falling down there.
Added more detail to the "shooting range"
Added some light models where we believe the map is not changing.
Added a little detail to the red third spawn.
Changed the ladder in "mantiance room" to a ramp for better performance.
Attempting to make the .bsp smaller for eaiser download time.
Fixed sound issues on round three doors.
Attempting new messages so players have more of a sense when they have to wait for round changes.
------
Version .03
------
Added custom textures for the cps(i swear to god if anyone gets lost i will shoot you in the head.)
Added a new way in the fuel room to help get around better on the second level.
Added more lights to the fuel room.
Added respawn/control point signs change team to help reduce the confusion of which respawn is where are such.
Added more signs to help show the way
Fixed the model disappearing in the barracks.
Moved a health locker closer to the orange door in the locker room to cut down on travel time and eaiser to heal from that door.
Made it easier to jump up from the first vent.
Might of fixed the problem with red being able to cap c or d after blue should of won the round.
Reducing the .bsp file even more.
Changed the "shooting range" and "lounge" respawn rooms to have less travel time in the spawn room.
------
Version .04 (Alpha)
------
Fixed red spawning in the wrong spawn room.
Fixed red being able to recap after blue team has secured round 2 cps.
Fixed alarms/sirens/sounds play when not suppost to.
Changed the arrows that glowed because apparently they show through walls.
Changed red's last spawn to top level and shorted the long ass hallway. As we did this we also closed off the most used passage to force people to go other routes and see how well it works. We might remove this hallway all together because its just long and not really important.
Changed a few things here and there.
Added a few things here and there.
Added spot lights on the fuel tanks so they arent so dark.
Added more custom signs for more detail.
Adjusted how some of the doors opened because they were opening wrong.
------
Further updates:
More textures, lighting, and detail.
More optimising of the rocket room.
Reworking the way to get to the final cp.
fixing any more bugs that lurk around.
------
If anyone has anything to bring up please post here.
Thank you!
Last edited by Bricksolid on Mon Jan 26, 2009 9:14 pm, edited 34 times in total.
What's necessary in a fight isn't fear.
Nothing can be born from that.
If you dodge, "I won't let them cut me".
If you protect someone, "I won't let them die".
If you attack, "I'll cut them".
Nothing can be born from that.
If you dodge, "I won't let them cut me".
If you protect someone, "I won't let them die".
If you attack, "I'll cut them".
- Bricksolid
- Got Allfum
- Posts:544
- Joined:Mon Dec 10, 2007 12:04 pm
- Location:Prospect, CT
- Bricksolid
- Got Allfum
- Posts:544
- Joined:Mon Dec 10, 2007 12:04 pm
- Location:Prospect, CT
Update!
Look at top and reply at which time is best!
Look at top and reply at which time is best!
Last edited by Bricksolid on Mon Jan 05, 2009 2:04 pm, edited 2 times in total.
What's necessary in a fight isn't fear.
Nothing can be born from that.
If you dodge, "I won't let them cut me".
If you protect someone, "I won't let them die".
If you attack, "I'll cut them".
Nothing can be born from that.
If you dodge, "I won't let them cut me".
If you protect someone, "I won't let them die".
If you attack, "I'll cut them".
- dun dun dun... chips
- Papes
- Posts:3287
- Joined:Sat Oct 11, 2008 2:08 pm
- Location:WOOOOOO
- Contact:
- Bricksolid
- Got Allfum
- Posts:544
- Joined:Mon Dec 10, 2007 12:04 pm
- Location:Prospect, CT
- dun dun dun... chips
- Papes
- Posts:3287
- Joined:Sat Oct 11, 2008 2:08 pm
- Location:WOOOOOO
- Contact:
- Bricksolid
- Got Allfum
- Posts:544
- Joined:Mon Dec 10, 2007 12:04 pm
- Location:Prospect, CT
- Bricksolid
- Got Allfum
- Posts:544
- Joined:Mon Dec 10, 2007 12:04 pm
- Location:Prospect, CT
- Bricksolid
- Got Allfum
- Posts:544
- Joined:Mon Dec 10, 2007 12:04 pm
- Location:Prospect, CT
MAP UPDATED! PLEASE DELETE OLD AND REPLACE WITH NEW!!
DONT DOWNLOAD THIS VERSION, I NEED TO UPLOAD A NEW ONE, FOR SOME REASON IT DIDNT WORK.
DONT DOWNLOAD THIS VERSION, I NEED TO UPLOAD A NEW ONE, FOR SOME REASON IT DIDNT WORK.
What's necessary in a fight isn't fear.
Nothing can be born from that.
If you dodge, "I won't let them cut me".
If you protect someone, "I won't let them die".
If you attack, "I'll cut them".
Nothing can be born from that.
If you dodge, "I won't let them cut me".
If you protect someone, "I won't let them die".
If you attack, "I'll cut them".
- Bricksolid
- Got Allfum
- Posts:544
- Joined:Mon Dec 10, 2007 12:04 pm
- Location:Prospect, CT
- dun dun dun... chips
- Papes
- Posts:3287
- Joined:Sat Oct 11, 2008 2:08 pm
- Location:WOOOOOO
- Contact:
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