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Map Details Release: Final Version: Not Specified Filesize: 28 mb Players: 32 Theme: Desert/Canyon Time of Day: Day/Light Season: Not Specified Weather: Other/Not Specified Textures: Standard Meshes: Standard Map Size: Medium Environment: Outdoors Effects: Color Correction, High Dynamic Range(HDR), Volumetric Fog Misc. Features: Ambient Sounds, Skybox Classes: None/Not Specified Devnotes Project #21914 doesn't exist |
pl_halfacreSingle-stage payload map just like Badwater
Special ThanksChilly - Support and testing |
| Category: TF2 > Payload |
| Tags: half, acre, team, fortress, 2, team fortress, tf2, youme, desert, payload, pl, single-stage |
| Added 12 months ago - last modified 6 months ago |
| 7,207 views, 2,004 downloads, 15 comments, 2 favorites |
Author's Readme/Notes:
README
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DEVIL'S HALF-ACRE
(pl_halfacre)
Gametype: Payload
Players: 24-32
Scoring mode: 1 point per checkpoint captured
Author: Tim "Youme" Johnson
E-mail: die_stumpfe_klingen@hotmail.co.uk
Contributors:
Wade "Nineaxis" Fabry
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Map description
A standard single stage payload map for Team Fortress 2, Blu are escorting a payload towards the red base.
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Recommended config file
mp_maxrounds 3
mp_winlimit 0
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A note to server owners:
This map has menu thumbnails, there is a .res file in the root of the archive, if you're putting this map on a server, simply place the .res in the server's /tf/maps folder along with the .bsp file
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Revision History (DD/MM/YY)
Supplimental release 10/05/09:-
* Added menu thumbnails to the archive and added a .res file for server owners, the .bsp HAS NOT CHANGED.
Final release 07/05/09:-
* Slightly tweaked respawn times, health/ammo packs and capture point positions to aid team balance.
* Miscellaneous minor changes.
Final release 26/02/09:-
* Slightly tweaked respawn times, health/ammo packs and capture point positions to aid team balance.
* Added another directional sign.
* Added an extra resupply cabinet in red's final spawn.
* Miscellaneous minor changes.
Release candidate released 14/01/09:-
* Improved detailing.
* Improved payerclipping.
* Added a proper explosion to the end with animated debris and a kill area for those too close.
* Fixed a few prop lighting issues.
* Tweaked layout and respawn timers to help Blu take first and final cap points.
* Optimised the lightmap scales.
Beta 3 released 30/12/08:-
* Properly fixed doors closing on players.
* Miscellaneous detailing improvements over the entire map including the skybox.
* Slightly slowed the cart and adjusted respawn times marginally.
* Removed a healthkit at certain times to discourage spawncamping.
* Adjusted ammo/health packs to aid Blu's capture of the final point.
* Minor optimisation, including added fade distances to most props.
* Significantly expanded non playable areas, further concealing real world/skybox join.
* Added soundscapes.
Beta 2 released 13/12/08:-
* Revised layout in a few places.
* Slightly adjusted respawn timers for Red team.
* Added and moved a few ammo packs.
* Many detailing improvements over the entire map.
* Added an extra dynamic sign to help direct new players in the right direction.
* Fleshed out the 3D skybox.
* Added observer points for each capture point.
* Improved playerclipping.
* Hopefully fixed an issue with spawn doors trapping players.
* Fixed a problem where a door brush would prevent players moving above it.
* Properly aligned all displacement textures.
Beta 1 released 29/11/08:-
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Known Issues:-
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Thanks
All members of www.coltsplayground.net and www.tf2maps.net, most notably:
-Colt Seavers
-Dox
-DrPepper
-Nineaxis
The No Heroes sever admins and all players on their servers.
Chilly of the YinYarr clan.
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