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 ctf_underhanded 
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Joined: Tue Apr 07, 2009 4:44 am
Posts: 87
Post ctf_underhanded
checkit:
http://forums.tf2maps.net/downloads.php?do=file&id=3679
http://www.fpsbanana.com/maps/124364

Image
Image
Image


Last edited by Ezekel on Tue May 25, 2010 3:21 pm, edited 3 times in total.

Wed Jan 27, 2010 4:13 pm
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Joined: Mon Sep 17, 2007 10:48 am
Posts: 1320
Location: Bloomington, IN
Post Re: ctf_underhanded
Right on, Ezzy!


Thu Jan 28, 2010 11:01 am
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Joined: Tue Apr 07, 2009 4:44 am
Posts: 87
Post Re: ctf_underhanded
is updated to beta 2! XD


Fri Jan 29, 2010 11:17 am
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Joined: Tue Apr 07, 2009 4:44 am
Posts: 87
Post Re: ctf_underhanded
thanks to chron i was able to get some valuable testing done. here's beta3 as a reward :)


Tue Feb 02, 2010 9:42 am
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Joined: Tue Apr 07, 2009 4:44 am
Posts: 87
Post Re: ctf_underhanded
with help from a friendly chron, i managed to sort out a lot of thoughts about the map and was able to produce a new version :)

yay :)

http://forums.tf2maps.net/./downloads.p ... le&id=3222


Fri Mar 19, 2010 1:13 pm
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Joined: Mon Sep 17, 2007 10:48 am
Posts: 1320
Location: Bloomington, IN
Post Re: ctf_underhanded
Neat-O! Putting this up now.


Fri Mar 19, 2010 1:43 pm
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Joined: Tue Apr 07, 2009 4:44 am
Posts: 87
Post Re: ctf_underhanded
oh here's the update to fix that areaportal thing we found earlier chron:

http://forums.tf2maps.net/./downloads.p ... le&id=3222


Sun Mar 21, 2010 5:26 pm
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Joined: Mon Sep 17, 2007 10:48 am
Posts: 1320
Location: Bloomington, IN
Post Re: ctf_underhanded
Right on. Awesome job! But mind if I ask how that happened and/or how you fixed it?


Tue Mar 23, 2010 12:22 am
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Joined: Tue Apr 07, 2009 4:44 am
Posts: 87
Post Re: ctf_underhanded
i'm still not sure why it should happen as it does, but basically for some reason, the compile engine was cutting up the map such that the areaportal in question (and its counter part on the other side of the map, and on the other side of the room) were having a visleaf edge passing through it. - i don't know why this only gave trouble for that one only. anyway i fixed it by deleted the areaportals and putting new ones in that lined up along the XY axes (basically where the hazard strip is), instead of trying to fit it into the off angle doorway.

reason i did it for both sides is only for neatness/symmetry (it would have a very slight difference in FPS if i left it on one side by changed the other but i'm not THAT finicky about 1-2 FPS difference between the two bases, but i AM finicky about neatness and symmetry... blame my physics education XD )


Tue Mar 23, 2010 5:50 am
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Joined: Tue Apr 07, 2009 4:44 am
Posts: 87
Post Re: ctf_underhanded
is updatedto b8 :)


Sat Apr 10, 2010 10:46 am
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Joined: Tue Apr 07, 2009 4:44 am
Posts: 87
Post Re: ctf_underhanded
beta 9 time :)


Fri Apr 23, 2010 4:40 pm
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Joined: Fri Dec 07, 2007 3:06 pm
Posts: 333
Post Re: ctf_underhanded
This came up in rotation during a seeding session (only about 4-5 people) and while it looked different from the pictures we had a ball doing a lot of keep-away and melee. With a full lab this would probably be even more fun (and a lot more chaotic!) ohh the blood!


Mon Apr 26, 2010 8:00 am
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Joined: Tue Apr 07, 2009 4:44 am
Posts: 87
Post Re: ctf_underhanded
well it's been updated again :)
RC2 time


Tue May 25, 2010 3:22 pm
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Joined: Mon Sep 17, 2007 10:48 am
Posts: 1320
Location: Bloomington, IN
Post Re: ctf_underhanded
updated


Tue May 25, 2010 4:50 pm
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Joined: Tue Apr 07, 2009 4:44 am
Posts: 87
Post Re: ctf_underhanded
rc2a: fixed the red spawn door


Wed May 26, 2010 4:02 pm
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