pl_outback_rc4

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pl_outback_rc4

Postby S.W.A.T.Y on Sun Jun 28, 2009 4:41 am



RC4 is finally out, this is pretty much final, I'm not releasing any more versions of Outback, I feel like Outback is perfect now.

Download
http://forums.tf2maps.net/showthread.php?t=7715


RC3 to RC4 Changes:

-Fixed some player clipping problems around the map
-Disabled collision on some props to avoid players getting on them.
-Fixed some brush work problems.
-More optimization using hints/skips
-Fixed some displacements popping out.
-Made the one way door at the last point both way door to make it easy for blue to attack red team.
-Added another route to last point.


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Last edited by S.W.A.T.Y on Thu Jun 17, 2010 6:38 am, edited 22 times in total.
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Re: pl_railroad_b4

Postby Evil Eye on Sun Jun 28, 2009 10:39 am

I love the second ss.
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Re: pl_railroad_b4

Postby |Yucca| on Sun Jun 28, 2009 9:20 pm

Looks better than the previous version.

But the blue background building in this shot looks odd.
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Re: pl_railroad_b4

Postby S.W.A.T.Y on Sun Jun 28, 2009 11:06 pm

Im working on b5 and Im adding a lot more details to it.
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Re: pl_railroad_b4

Postby S.W.A.T.Y on Mon Jun 29, 2009 1:33 am

I uploaded the map at tf2maps.net so if you guys want you can dl it there too.

http://forums.tf2maps.net/downloads.php?do=file&id=1775
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Re: pl_railroad_b5

Postby S.W.A.T.Y on Sat Jul 11, 2009 12:29 am

Download it at
http://forums.tf2maps.net/downloads.php?do=file&id=1890

Beta 5 is out folks.

Change Log from b4 to b5

b4 to b5 changes:

Fixed a place where you would get stuck near the 2nd point.
Fixed some bad lighting near the 2nd point.
Fixed some textures overlapping with each other at the last part of the map.
Fixed the gates after capping the fist point where players would get stuck.
Fixed some parts of the map where you could see underground.
Added more ammo/health to the map.
Added more details to the last part of the map.
Fixed some clipping issues.
Fixed some props in the red team's 2nd spawn floating around.
Fixed a problem where the blue team would cap the 3rd point and not get extra time.
Added some stairs around the 3rd capture point.
Fixed a place where players would get stuck under the house when going to the 2nd point.
Made the last part of the map near the road a bit smaller.
Fixed a few other places where people would build on the roofs.
Added more lights to the red team's first spawn.
Added more details to the map overall.
Removed one of the doors from the red team's first spawn.
Fixed a hole in the 3D skybox.
Fixed a few stairs that people would get stuck.
Optimized the map using func_occluder.
Fixed the cart not healing the players.
Put a door in the blue building near the 3rd cap point.
Made the height of the stairs in the first building a little bigger.
Redid the second to last part of the map.
Added more engi support for the red team around the 3rd point.
fixed another place where players would get stuck under the bridge near the 1st cap point.
Added more rocks to the first part of the map.
Fixed some tracks overlapping with each other.
Fixed the cart going off the tracks after capping the 3rd point.
Added a few more signs to the map.
Made the window near the 3rd point a bit lower for snipers.
Took out one of the tunnels near the 2nd cap point for balance.
Huge performance improvement using func_areaportals.
Changed a few things at the last part of the map.
Made the map less sniper friendly.
Fixed the double railing on the last part of the map.
After capping the 2nd point, blue spawns in a diff spawn.
Changed the time to 4 mins for the first cap.
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Re: pl_railroad_b6

Postby S.W.A.T.Y on Sat Jul 18, 2009 2:45 am

B6 is out.

http://forums.tf2maps.net/downloads.php?do=file&id=1890

Change Log from b5 to b6

b5 to b6 changes:

Fixed a displacement problem in the 3D skybox.
Fixed some bad lighting in the blue's first spawn.
Fixed a place where the players would get stuck near the stairs after the 2nd point.
Fixed a few nodraw spots being visisble in the map.
Change an incorrect sign in the red's spawn.
Removed some big health/ammo packs of being way too many around the map.
Fixed a few tracks not connecting with each other.
Removed the tunnel for balancing both teams.
Fixed a few props floating around the map.
Fixed a func_respawnroomvisualizer being outside the door.
Added more lighting to the blue's first spawn.
Changed the place of the C sign.
Added more details to the map overall.
Improved performance after the 2nd point.
Took out the mini tunnel that would get you from 2nd to the 3rd point.
Changed the big arch above the 2nd point.
Added another Blue Spawn for the blue team after they cap the 3rd point.
Reduced the filesize by 6MB.
Redid one of the buildings at the last part of the map.
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Re: pl_railroad_b7

Postby S.W.A.T.Y on Mon Jul 27, 2009 4:32 am

http://forums.tf2maps.net/downloads.php?do=file&id=1890

Beta 7 is out folks and the map is MUCH smaller now.

b6 to b7 changes:

-Fixed a hole in the gates of the blue's first spawn.
-Fixed a floating prop after the 3rd point.
-Added a bit of lighting to the blue building at the first part of the map.
-Made the first and second part of the map a lot smaller now.
-Added a bit more lighting to blue's first spawn.
-Fixed a bunch of clipping issues.
-Fixed a few visible nodraw surfaces.
-Closed off the red building near the 3rd point.
-Added more details overall.
-Added more health/ammo packs to certain areas.
-Added stairs to the 3rd Blue spawn which lead you to the sniper deck.
-Added Volumetric lighting to certain areas of the map.
-Added Dynamic signs to the map.
-Redesigned a some areas of the map.
-Fixed some places where players would get stuck.
-Fixed the animation on the resupply cabinet not working.
-Improved performance vie func_occluder.
-Reduced the filesize by 2MB.
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Re: pl_railroad_b7

Postby S.W.A.T.Y on Mon Jul 27, 2009 5:26 am

Please download the map again if you are missing the custom textures.
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Re: pl_railroad_b7

Postby Chopium on Mon Jul 27, 2009 6:36 am

Sorry, but I defiantly need to see more pictures. Walls of text make me depressed.
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Re: pl_railroad_b7

Postby S.W.A.T.Y on Fri Jul 31, 2009 3:59 am

I made a video flythrough of the map. :D

http://www.youtube.com/watch?v=aDHJIrXatt4
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Re: pl_winnebago

Postby S.W.A.T.Y on Sun Aug 09, 2009 5:21 am

BETA 8 IS OUT, CHANGED THE NAME OF THE MAP TO WINNEBAGO.
Change Log from b7 to b8

b7 to b8 changes:

-Fixed a few visible nodraw spots in the map.
-Fixed some displacement problems near the 1st red spawn.
-Fixed some places where players would get on the windows of the 1st red's spawn.
-Fixed a place in the 1st red spawn where engis would build in the spawn.
-Clipped some stairs to make it easier for players to get up the stairs.
-Improved performance via func_occluder.
-Fixed a problem with cubemaps.
-Clipped a lot of buildings that players were getting stuck on.
-Made the 2nd part of the map a bit smaller after the 1st point.
-Added a bridge after the 3rd point.
-Prop optimization.
-Added more details around the map.
-Fixed a case where pyros would kill players through the gates of the first spawn.
-Fixed the doors not closing after capping the 1st point for the 1st red spawn.
-Added a door after capping the 1st point preventing the red players from going back to the spawn.
-Redesigned a few buildings.
-Changed the name of the map to Winnebago.

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Re: pl_winnebago

Postby |Yucca| on Mon Aug 10, 2009 7:04 pm

Looks better and better all the time.
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Re: pl_winnebago

Postby Lord Ned on Mon Aug 10, 2009 7:36 pm

Still way to frigging huge.
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Re: pl_winnebago

Postby Psy on Tue Aug 11, 2009 12:02 am

How can you add HDR but at the same time reduce the filesize by 5mb over the previous version? :\
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