[TF2] cp_axle

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[TF2] cp_axle

Postby The Milkman on Thu Oct 07, 2010 11:10 am

EDIT: Current iteration: B5

TF2maps.net 20MB .zip

TF2maps.net discussion thread

http://www.youtube.com/watch?v=q7OlrN2KkTw

edit: purged thread of redundant images
Last edited by The Milkman on Thu May 19, 2011 11:25 am, edited 3 times in total.
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Re: [TF2] cp_axle

Postby The Milkman on Sun Oct 10, 2010 12:37 pm

cp_axle_a4a

Dropbox 18.4MB .7z

TF2maps 20.1MB .zip

This release mainly addresses map issues.

cp_axle_a4a change log:
Fixed Blu's forward-forward spawn locking on back cap.
Removed excess signage to conform with Valve's 5cp signage theory.
Added minor details (trees and select point_lights).
Added collisions to server boxes at final CP's.
Added gate to ventilation shaft drop down at final CP's (prevents fall damage).
Increased mid capture time by 12.5% (from 8 seconds to 9).
Increased light in some RED areas.
Player clipped several exploitable ledges.
Player clipped BLU scaffold.
Player clipped spytech fences.
Rotated main spawn room 45 degrees to reduce player orientation confusion.
Added small ammo pack in BLU base (previously missing).

Also, custom material (swamp vine) should now be packed.

Map should be up on:

TF2maps - 174.34.133.100:27500 Dallas, Texas, US
TF2maps - 85.234.148.93:29015 London, England

_a3 is on:
Playstuff - 84.45.84.166:27015 Westbourne, England
But _a4 should be up soon.
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Re: [TF2] cp_axle

Postby Chopium on Sun Oct 10, 2010 6:29 pm

That Blu interior is so cool!
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Re: [TF2] cp_axle

Postby The Milkman on Mon Oct 11, 2010 6:56 am

Thanks! Hopefully it will look/feel even better when i add in sprites, particle effects and soundscapes.
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Re: [TF2] cp_axle

Postby The Milkman on Wed Oct 27, 2010 11:32 pm

cp_axle_a5c released.

In an effort to distinguish areas i've started to add unique details to specific areas of the map. If you feel like it, you can call this "the tire room".

Change log:

Added third route to CP2
Added third route to CP3
Added ramp to first floor of outter CP2 area.
Combined primary spawn and changed orientation.
Changed orientation of spawn positions in tertiary spawn.
Added minor details.
Fixed buggy vent grate.
Implemented minor optimisation by putting fade distances on the larger props, shortened fog and implemented a far z-clipping plane (5120 units).

If there are no complaints i will go to Beta in my next release.

TF2maps.net 22.5MB zip
Dropbox Mirror 19.8MB Bz2
Dropbox Mirror 22.5MB zip
Last edited by The Milkman on Thu May 19, 2011 11:26 am, edited 2 times in total.
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Re: [TF2] cp_axle

Postby Chopium on Thu Oct 28, 2010 2:43 am

I think there needs to be more saturation in some of the lighting. The warm lighting looks kinda washed out from here.
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Re: [TF2] cp_axle

Postby The Milkman on Thu Oct 28, 2010 4:05 am

Washed out? I'm not sure i follow your meaning. I could maybe utilise lanterns in the tunnel so the light are less white...
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Re: [TF2] cp_axle

Postby The Milkman on Fri Oct 29, 2010 10:06 am

Servers running _a4a:

83.142.226.201:27075 - UK, EU - SimianCage
208.167.242.188:27015 - New Jersy, US - Penny Arcade
178.63.146.2:27015 - Germany, EU - TF2maps.net
174.34.133.100:27500 - Texas, US - TF2maps.net
84.45.84.166:27015 - UK, EU - Playstuff.net
81.19.219.104:27015 - UK, EU - Playstuff.net

EDIT: Woops, excuse the double post there D:
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Re: [TF2] cp_axle

Postby The Milkman on Mon Nov 01, 2010 5:56 am

cp_axle_b1b

Change log:

Fixed BLU's tertiary spawn door.
Added soundscapes.
Added 3dskybox.
Added moderate detail.
Increased fog fade distance.
Decreased awarded time for caps (from 600 to 210 seconds).

Download:

24.6MB TF2maps .zip
Last edited by The Milkman on Thu May 19, 2011 11:26 am, edited 1 time in total.
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Re: [TF2] cp_axle

Postby The Milkman on Fri Nov 26, 2010 8:46 pm

Here's cp_axle_b2d: TF2maps.net 23.4MB bz2

cp_axle_b2 changes:
CP1 caps 50% slower
CP2 caps 33% slower
Moved CP1 bridge over capture area making it easier to attack
Removed accessible ventilation duct at CP1
Increased width of middle area
Re-orientated 3rd spawn more appropriately
Added minor detail to CP's 2, 3 and 4
Added detail to 3dskybox
Added small health to middle's high ground
Fixed some clipping issues

cp_axle_b2d changes:
Fixed ammo imbalance at CP2
Fixed some lighting conditions
Fixed some too-short fade distances
Added minor optimisation through appropriate model fade distances
Added optimisation through hints at CP2/4 and 3

Final words:

Pretty much all of B2's changes were met with "success" in the initial test. CP1 was easier to attack but was defended on the point a lot more whilst CP2 captures were easier to interrupt by either team. Whether or not this affect is prefered remains to be seen but the changes did what they were supposed to do.
Last edited by The Milkman on Thu May 19, 2011 11:27 am, edited 1 time in total.
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Re: [TF2] cp_axle

Postby The Milkman on Sun Dec 12, 2010 3:38 am

cp_axle_b3b out now:


Image
Image
Image
Image
Image
Image

Change log:

layout:
Added flanking route to CP1
Re-worked base vestibule
Moved CP2 into left flank building (defenders perspective)
Created more space around CP2
Added a structure over CP3

Item drops:
Reduced small ammo count
Increased some small ammo to medium
Added and moved health for better "rollout" capacity

Aesthetics:
Added cooling towers by Rexy to the 3dskybox
Added foliage and waterfall to 3dskybox
Added further prop detail to play area
Worked in nuclear theme at CP1 and 2

Performance:
Changed majority of prop fade distances from default
Seperated the skybox areas between cp2, 3 and 4.

TF2Maps 26MB bz2
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Re: [TF2] cp_axle

Postby Chopium on Sun Dec 12, 2010 4:44 am

That looks amazing.
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Re: [TF2] cp_axle

Postby The Milkman on Sun Dec 12, 2010 7:42 pm

Thanks, i've tried to gain some player following but besides the regulars at TF2maps and ETF2L people seem to be quiet about this map :/ not sure what i'm doing wrong publicly...
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Re: [TF2] cp_axle

Postby Jangalomph on Mon Dec 13, 2010 1:19 am

I'm really digging alot of these screens! :D

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I don’t know whether I was right or wrong, I guess I’ll never know… But I made it. And I guess I should be thankful for that. - Strelok
Has anyone really been far even as decided to use even go want to do look more like?
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Re: [TF2] cp_axle

Postby The Milkman on Mon Jan 10, 2011 5:40 pm

cp_axle_b4a out now.

Change log:
Mid can be captured from platform above.
Added 4th route to CP1 at upper floor, left flank.
minor changes to ammo/health placement.
Reduced respawn advantage after capturing CP4 (-2 from -4).
Other aesthetic modifications.
Fixed some player clip exploits.

>>DOWNLOAD<<
Last edited by The Milkman on Thu May 19, 2011 11:27 am, edited 1 time in total.
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