pl_grassandcave_a3

Credits

Submitter
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a2h (Creator/Co-creator)
Key Authors
a2h

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Additional Info

Development State
Alpha
Version
1.0
Maximum Players
32

Stats

Post Count
9
ViewCount
2,368
Downloads
299
Date Added
3 years ago
Date Modified
3 years ago
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Alpine themed payload map

plgrassandcavea3 (tentative name)

by a2h - http://a2h.uni.cc/

THIS MAP IS CURRENTLY STABLE ENOUGH TO BE PLACED ON SERVERS, BUT IT IS NOT RECOMMENDED FOR ROTATION.

THIS MAP WILL NOT LEAVE ALPHA STAGE UNTIL ALL STAGES ARE COMPLETE.

This map is a payload map styled with the new alpine environment, seen in arena_lumberyard. It will have two stages, and one of the two stages has been worked on enough to warrant a release. Please provide constructive feedback, taking into account that this map is currently nowhere near a stage where it is suitable for a final release. If you wish to place this map on a server of yours, feel free to do so. Compared to a1, this version is suitable for placement on a server. If you do place this map on a server, it'd be cool to know the server name and IP.

Decompilation of my map is NOT allowed. Please give the ENTIRE zip file when distributing, that is, including this readme.

Changelog a1 -> a2:

  • Cart speed changed to match Goldrush/Badwater
  • Flashing light from Goldrush/Badwater payload added
  • Players near cart now displayed
  • Cart can now roll backwards
  • Fixed shed near cap 1
  • Caps renamed
  • Redone grass placement
  • Lighting(!)
  • Removed large orange wall, replaced with forest
  • Raised platform for snipers added near cap 1
  • Retextured orange staircase near cap 2
  • Cap sound from Goldrush/Badwater added
  • 5 mins remaining warning from Goldrush/Badwater added
  • Red wins on timer end (better than nothing happening...)
  • More scenery
  • Grass looks slightly better, you'll see what I mean ;)
  • End cap animation added

Changelog a2 -> a2r1: * Fixed cap 1 not adding time * Fixed purple texture on billboard

Changelog a2r1 -> a3: * Optimization... * Added secondary path to the area between cap 1 and the tunnel * Added secondary path to the sniper platform between cap 1 and blu spawn * Minor scenery changes * Minor lighting changes * Cubemaps * Very minor clipping fixes * Fog * Shadow fixes

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Comments

    • P1: Beggar
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    A2 has been released, enjoy.

    Along with a massive filesize jump O_o

    EDIT: THERE WILL BE A REVISION VERSION RELEASED SOON, WHICH FIXES AN ISSUE WHICH DOES NOT ALLOW FOR THE MAP TO BE STABLE

    EDIT2: RELEASED.

    YOU CALL THAT BREAKING MY SPIN
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    Posted by The Magic Potato If I came across as not noticing beta, I didn't mean it. I just want my old acquaintance to make a really good map. This map has some nice potential.

    Alright. Good job on the "exemplary feedback" :D

    YOU CALL THAT BREAKING MY SPIN
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    If I came across as not noticing beta, I didn't mean it.

    I just want my old acquaintance to make a really good map. This map has some nice potential.

    When in doubt, Potato it up!
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    Posted by The Magic Potato O_O YOU???? (Kenon btw.)

    Yes, me!

    Posted by The Magic Potato Anyways, judging... For one, lighting is your friend. After mapping with lights, the difference is greatly noticable.

    Haven't bothered yet. I know how to add lighting, look at my other map.

    Posted by The Magic Potato A little issue that might come up is that Blu's spawn can be camped by a red demoman pretty easily. His grenades fire nicely into the enemy spawnroom. I don't know if that'll be a problem or not.

    Gah D:

    Posted by The Magic Potato Another problem, this one graphical and also with blu's spawnroom is the respawnroomvisualiser. You know how to make displacements, so this should be easy. The device you use for displacements also can be used to apply textures to single faces. It can also change the scale of them, and stretch them to the size needed. I believe there is a "scale to fit" button on that, which you can use to make the visualiser texture not repeat. I'm not 100% certain of this though.

    I know how to use the brush face tool, in fact, I've used it a lot in this map. I forgot to change the visualizer texture. And for some reason, the texture shows up fine in Hammer when the computer it is running on doesn't support DX9 well for TF2. The white texture isn't exactly helpful in telling me. considers running off to developer.valvesoftware.com

    Posted by The Magic Potato Also, the ground in itself is pretty unnatural. I suggest doing some cleaning up of this, making it grassy in areas where it might seem more fit (Slightly away from the tracks). I'm gonna do a quick thing in hammer just to show you how I think it would work. http://64digits.com/users/Kenon/a2h.png

    k.

    Posted by The Magic Potato But yeah, Add light, work on texturing on the inside, change the displacements on the ground some, add ammo boxes/hp boxes, and just do some more graphical updates.

    This release was a bit rushed, and anyway, noticed the word "alpha"...? =/

    Posted by The Magic Potato Oh right, you also have an error with the cart objects. It doesn't display the players on the cart. Make sure the inputs are right to the team_track_watcher entity.

    Fix'd.

    Posted by The Magic Potato Glad to see someone I know also mapping :D. Good luck!

    Thanks!


    Current changelog for a2: * Changed cart speed to more accurately reflect Goldrush payload cart settings * Changed train watcher to more accurately reflect Goldrush payload cart settings * Added flashing light from the official maps for when the payload cart is moving * HUD now displays players standing near car

    YOU CALL THAT BREAKING MY SPIN
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    O_O YOU????

    (Kenon btw.)

    Anyways, judging...

    For one, lighting is your friend. After mapping with lights, the difference is greatly noticable.

    A little issue that might come up is that Blu's spawn can be camped by a red demoman pretty easily. His grenades fire nicely into the enemy spawnroom.

    I don't know if that'll be a problem or not.

    Another problem, this one graphical and also with blu's spawnroom is the respawnroomvisualiser. You know how to make displacements, so this should be easy. The device you use for displacements also can be used to apply textures to single faces. It can also change the scale of them, and stretch them to the size needed. I believe there is a "scale to fit" button on that, which you can use to make the visualiser texture not repeat. I'm not 100% certain of this though.

    Also, the ground in itself is pretty unnatural. I suggest doing some cleaning up of this, making it grassy in areas where it might seem more fit (Slightly away from the tracks).

    I'm gonna do a quick thing in hammer just to show you how I think it would work.

    http://64digits.com/users/Kenon/a2h.png

    But yeah, Add light, work on texturing on the inside, change the displacements on the ground some, add ammo boxes/hp boxes, and just do some more graphical updates.

    Oh right, you also have an error with the cart objects. It doesn't display the players on the cart. Make sure the inputs are right to the teamtrackwatcher entity.

    Glad to see someone I know also mapping :D. Good luck!

    When in doubt, Potato it up!
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    Posted by a2h It is?

    Yep, seems like most all mappers put out fullbright maps with 2 brushes and say its a final version. They don't care for feedback. Its good to see someone release an alpha and want feedback

    aesthetics
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    Posted by DJive Its good to see you care about your map enough to give it alpha and not final.. i hate seeing final maps that aren't final. one thing though, i wish even in alpha you would have added env_light, because its VERY hard to play with fullbright on =(

    It is?

    YOU CALL THAT BREAKING MY SPIN
    • P1: Beggar
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    Its good to see you care about your map enough to give it alpha and not final.. i hate seeing final maps that aren't final.

    one thing though, i wish even in alpha you would have added env_light, because its VERY hard to play with fullbright on =(

    aesthetics
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