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Updates at the final CP
by UKCS-Alias .
15% Complete
I have been working on the final CP as you can see if you compare the screens to the last wip. Its now in a state that its worth to play it. I have been adding the second floor, the red spawn with 2 exits. some extra buildings and a building leading to CP B.

I also have been changing the idea in my map slightly. instead of having just a single CP i have decided there will be 3. C will couse a instant win where A and B give blue major advantages (just like in steel). The changes will be like the blue team moving up much closer to the final CP and adding more waves. FYI, A wave is a time based event which gives blue more advantages when one ends.
The map is based on the idea that the objective is to the red team and not to the blue where in steel it felt too easy for red to defend most of the time due to the fact only 2 points were enabled at the time (E and a other cp). In my map all 3 are enabled to make it easier for blue to capture points, the advantage is that blue gets it easier in attacking but the downside is that the red team will have to spread the players to defend all points.
Part of project Wave based map (no name yet), Added 2 months ago, last modified 2 months ago, 2 comments, 153 views, 0 stamps
Project Summary
Wave based map (no name yet)
Status: In Development
15% Complete
This is a control point map based arround waved attacks. The playing style will be close to the steel one but with a twist. In steel the objective was more to the blue team. In my map its to the red team as defenders. In the start red will have it easy to defend and blue is allmost chanceles. However, in later waves red gets more disruptive changes in the map to them and changes that makes it easier for blue (in steel this was control point based, in my map this is mostly timer based). This means that blue has a much bigger chance to win the map than red as later in the round red is forced to keep defending the CP with all they can to be able to keep the control point.

Since short i have decided the map will have 3 CPs placed in a sort of gravelpit style. The 2 cps will give blue some major advantages on top of the waves they have already. CP A will add more waves, B will make the spawn closer to C (and possibly A also - will find out when i finished the map). When C is capped (the final cp) blue wins the map with a big bang as then the doors below the bomb open.
In category Maps, For game Team Fortress 2, Added 2 months ago, last modified 30 days ago, 0 comments, 121 views, 4 WiPs, 0 files
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UKCS-Alias .
The Knifosaurus | Y2M
Posted 2 months ago
Posted by CYoung

Scaling looks really huge, maybe you are crouching, but if not, fix that.

On the second screen its a slope downward where im standing on. This indeed gives the effect its huge but its quite normal. the rooms inside are 256 units high but i might reduce it to 192. Outside you dont have to worry about the scale. its similar as in the goldrush final stage (as you can see the area is based alot on it also).
btw, the textures have the normal scale of 0.25 which gives the default height of 256 inside also.

Thanks for the comment :)
CYoung .
No Borders, No Nations | Y2M
Posted 2 months ago
Scaling looks really huge, maybe you are crouching, but if not, fix that.
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