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Map Details
Release: Alpha
Version: 1.0
Filesize: 3 mb
Players: 32
Time of Day: Day/Light
Textures: Standard
Meshes: Unknown
Map Size: Medium
Environment: Outdoors
Effects: High Dynamic Range(HDR)
Classes: None/Not Specified
Devnotes
Hammer
pl_grassandcave_a3
Alpine themed payload map
Added by...
Key Authors
a2h
Category: TF2 > Payload
Tags: alpine, payload, pl, lumberyard, a2h
Added 1 year ago - last modified 1 year ago
2,204 views, 242 downloads, 9 comments, 0 favorites
Author's Readme/Notes:

pl_grassandcave_a3 (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
DOWNLOAD
(3 mb)
Feedback
1 year ago
a2h



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 SPINE?
1 year ago
a2h



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 SPINE?
1 year ago
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.

When in doubt, Potato it up!
1 year ago
a2h



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 SPINE?
1 year ago
The Magic Potato



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 team_track_watcher entity.

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

When in doubt, Potato it up!
1 year ago
DJive



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
1 year ago
a2h



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 SPINE?
1 year ago
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 =(

aesthetics
8 records
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a2h
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YOU CALL THAT BREAKING MY SPINE?

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