[TF2] cp_axle

Reveal what you have made so far and get feedback on development.

Re: [TF2] cp_axle

Postby The Milkman on Thu May 19, 2011 10:44 am

cp_axle_b5 out now, get it whilst it's luke warm.

>>DL LINKEH<<

http://www.youtube.com/watch?v=q7OlrN2KkTw
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Re: [TF2] cp_axle

Postby The Milkman on Thu Jul 21, 2011 1:47 pm

cp_axle_b6 now out.

change log:

Added missing light in BLU's CP1 area.
Removed 2 cloned lights at BLU's base vestibule.
Fixed inconcistant soundscapes at CP1 for both bases.
Fixed cubemaps on windows at primary spawn(s).
removed CP2 building, CP is now outside and on high ground.
Removed dead ends left by blocking tertiary route to CP1.
Improved skybox on RED's side.
Improved 3dskybox behind RED's base
Fixed several prop shadow issues throughout the map.
Worked additional prop fade distances.

>>>HUZZAH<<<
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Re: [TF2] cp_axle

Postby The Milkman on Fri Aug 26, 2011 10:13 am

cp_axle_b6b now out.

change log:

packed custom waterfall texture properly this time.
generic additional detail.
Fixed some bad lighting.

>>>Click here for tits<<<

Image
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Re: [TF2] cp_axle

Postby The Milkman on Mon Oct 10, 2011 6:17 am

Alright, cp_axle_b7 now available.

Change log:
Assigned associated teams/CP's to observer points. (finally)
Additional observer points inside bases.
Additional minor detail around CP1.
Increased spawn wave time by 1 second on contested last CP.
Made it more difficult to "cycle" mini sentries at spawn exits at CP1.
Addressed "wall walk" imbalance issue on BLU side of mid.
Addressed broken spy-tech soundscapes at CP1, sub-soundscape sounds should be more consistent.
Increased ambience levels around CP1 in both bases.
Minor adjustments to fade distances.
Added preview images to intro-chalkboard.
Probably some other stuff i forgot.

>>>Click for pie.<<<

The intention is that this will be the last beta and the following update will be RC and hopefully include a custom skybox and a custom finalé based prop.
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Re: [TF2] cp_axle

Postby The Milkman on Fri Oct 14, 2011 8:18 am

Not sure whether to take the lack of criticism as a seal of approval or lack of interest. It kinda sucks updating a map on a mapping forum, one as active as this, and not receiving any comments, praise or otherwise.

Image

I intend to take this map to RC (release candidate) next so i'm trying to squeeze the last dregs of complaints and feedback out of communities to make it the best map it can possibly be before i stop working on it. Or is it just that not many people here play TF2? Despite the fact that it's free to play.
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Re: [TF2] cp_axle

Postby Gary on Fri Oct 14, 2011 10:53 am

Sorry, I just don't pay much attention to TF2 stuff.

But that looks really awesome, I love the architecture. Great job man, hopefully some others will comment as well.
Have a question related to modding or something I posted? Something that needs staff attention? I haven't been active lately, but feel free to PM me or message me on Steam(link below)

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