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 Post subject: koth_basalt_rc1
PostPosted: 10 Jan 2010, 09:20 
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Crap at posting (26)
I finally got some time to release RC1. This version has the huge changes that I have made to the map.
First, it has a whole second floor above the point which makes this a unique KOTH map and a bunch of other stuff.



Download
http://forums.tf2maps.net/showthread.ph ... post135484


Change Log from B2 to RC1

-Retextured mid building.
-Improved fps via occoluders.
-Lowered the middle building.
-Added more cover around the cap point.
-Added more lights around the cap point.
-Added a whole second floor above the cap point.
-Fixed a lot of player clipping problems.
-Made the spawns bigger.
-Added a ton more detail to the map.
-Added stairs when taking the right route.
-Fixed the ramp going up to the point being too steep.
-Added another health cabinet in the spawn.
-Fixed some problems with some props with no collision.
-Added a small ammo pack above the cap point.
-More detail to the spawns.
-Fixed a problem with the skybox.
-Made the hallway to the right when you spawn bigger.
-Fixed a problem with the cap point where it could be capped standing outside.
-Fixed a problem getting stuck to get to the point.
-Retextured the roofs on some of the buildings.
-Made the ramp to the point higher.
-Fixed a problem with the doors being open by the other team.
-Fixed a problem with the displacements in some places.
-Added small ammo packs under the bridge.
-Fixed some ugly shadows in some areas.
-Added ambient sound.
-Removed one of the exit spawn doors to simplify it.
-Shorten the distance of both of the exit spawn doors.



Image
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Last edited by swaty on 27 Feb 2010, 04:01, edited 2 times in total.

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 Post subject: Re: koth_basalt
PostPosted: 11 Jan 2010, 02:24 
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Has no REAL life! (8841)
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niice 8)

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-"No, not really. This is a different thing, it's spontaneous and it's called wit."


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 Post subject: Re: koth_basalt
PostPosted: 11 Jan 2010, 20:07 
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Crap at posting (26)
Thanks, let me know how it goes if you or others get a chance to play it. :D


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 Post subject: Re: koth_basalt
PostPosted: 11 Jan 2010, 21:34 
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Has no REAL life! (8841)
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im sure someone out of this lot will upload it or at least find some time to test it out.

_________________
-"You've really worked out your banter, haven't you?"
-"No, not really. This is a different thing, it's spontaneous and it's called wit."


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 Post subject: Re: koth_basalt
PostPosted: 12 Jan 2010, 08:55 
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Has no REAL life! (4162)
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It looks a bit too empty and too brownish for my eyes. Would like some variety... :18

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 Post subject: Re: koth_basalt
PostPosted: 12 Jan 2010, 10:59 
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Has no REAL life! (8841)
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Guess it would be less empty with people playing on it ^^

_________________
-"You've really worked out your banter, haven't you?"
-"No, not really. This is a different thing, it's spontaneous and it's called wit."


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 Post subject: Re: koth_basalt
PostPosted: 12 Jan 2010, 17:18 
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Crap at posting (38)
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[SpA]Blackhawk wrote:
It looks a bit too empty and too brownish for my eyes. Would like some variety... :18
Agrees :18

By the way... Is there a reason SPA is not running KotH maps at all?? Seems so much fun :)


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 Post subject: Re: koth_basalt
PostPosted: 12 Jan 2010, 17:39 
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Has no REAL life! (8841)
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some people started whining about them, shame really, i think you can still buy them thou.

_________________
-"You've really worked out your banter, haven't you?"
-"No, not really. This is a different thing, it's spontaneous and it's called wit."


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 Post subject: Re: koth_basalt
PostPosted: 12 Jan 2010, 17:44 
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Geek (913)
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yeah some one bought it last time i was playing and i find the mode not really fun to play... top much of e demo/solly spamfest


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 Post subject: Re: koth_basalt
PostPosted: 12 Jan 2010, 18:20 
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Crap at posting (38)
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Ill try it on some other server sometimes....

(shame on me) :shock:


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 Post subject: Re: koth_basalt
PostPosted: 12 Jan 2010, 20:49 
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Has no REAL life! (8841)
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Sorry Feoraz, you might want to poke management.
i really like the game mode thou and demo and soldier spam can be found in all the game modes.

_________________
-"You've really worked out your banter, haven't you?"
-"No, not really. This is a different thing, it's spontaneous and it's called wit."


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 Post subject: Re: koth_basalt_b2
PostPosted: 27 Jan 2010, 03:49 
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Crap at posting (26)
beta 2 is out. updated first post with pics and info.

Change Log from B1 to b2

-Added two spawn exits.
-Fixed a ton of playerclipping issues.
-Added more detail.
-Improved FPS.
-Reworked the mid area.
-Reworked the 2nd and the 3rd route.
-Changed the theme of the map.
-Fixed a ton of visual problems.
-Added more cover around the mid.
-Added a connector between the left and right building.
-Added fog to the map
-Added more health/ammo.
-Ton of other changes as well but can't remember right now.


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 Post subject: Re: koth_basalt_b2
PostPosted: 11 Feb 2010, 23:10 
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Crap at posting (26)
Have you guys had a chance to play b2 ? :)


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 Post subject: Re: koth_basalt_b2
PostPosted: 12 Feb 2010, 04:49 
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The Necromancer (4970)
We had a change when it comes to the TF2 decision maker. I think he has his hands full at the moment but I know for a fact that he is enthusiastic about custom maps and such. We'll see if the map is put into testing mode or even into the SpA points menu. =)

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 Post subject: Re: koth_basalt_rc1
PostPosted: 27 Feb 2010, 04:01 
Offline
Crap at posting (26)
I finally got some time to release RC1. This version has the huge changes that I have made to the map.
First, it has a whole second floor above the point which makes this a unique KOTH map and a bunch of other stuff.
Updated first post with new pics/info.


Download
http://forums.tf2maps.net/showthread.ph ... post135484


Change Log from B2 to RC1

-Retextured mid building.
-Improved fps via occoluders.
-Lowered the middle building.
-Added more cover around the cap point.
-Added more lights around the cap point.
-Added a whole second floor above the cap point.
-Fixed a lot of player clipping problems.
-Made the spawns bigger.
-Added a ton more detail to the map.
-Added stairs when taking the right route.
-Fixed the ramp going up to the point being too steep.
-Added another health cabinet in the spawn.
-Fixed some problems with some props with no collision.
-Added a small ammo pack above the cap point.
-More detail to the spawns.
-Fixed a problem with the skybox.
-Made the hallway to the right when you spawn bigger.
-Fixed a problem with the cap point where it could be capped standing outside.
-Fixed a problem getting stuck to get to the point.
-Retextured the roofs on some of the buildings.
-Made the ramp to the point higher.
-Fixed a problem with the doors being open by the other team.
-Fixed a problem with the displacements in some places.
-Added small ammo packs under the bridge.
-Fixed some ugly shadows in some areas.
-Added ambient sound.
-Removed one of the exit spawn doors to simplify it.
-Shorten the distance of both of the exit spawn doors.


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 Post subject: Re: koth_basalt_rc1
PostPosted: 09 May 2010, 05:14 
Offline
Crap at posting (26)
Download
http://forums.tf2maps.net/showthread.ph ... ght=basalt

Change Log from RC1 to RC2

-Big fps boost.
-Added more lights in some areas of the map.
-Centered the door in the spawn.
-Changed the ammo pack from small to medium under the bridge.
-Added more detail to the outside area of the map.
-Fixed alignment on some textures.
-Removed the ramps around the control point so only demos/sollys can get up there now.
-Fixed a few other visual glitches as well.


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