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Ezekel
Joined: Tue Apr 07, 2009 4:44 am Posts: 87
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 ctf_underhanded
Last edited by Ezekel on Tue May 25, 2010 3:21 pm, edited 3 times in total.
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| Wed Jan 27, 2010 4:13 pm |
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Dr. Boom Stick
Joined: Mon Sep 17, 2007 10:48 am Posts: 1320 Location: Bloomington, IN
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 Re: ctf_underhanded
Right on, Ezzy!
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| Thu Jan 28, 2010 11:01 am |
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Ezekel
Joined: Tue Apr 07, 2009 4:44 am Posts: 87
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 Re: ctf_underhanded
is updated to beta 2! XD
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| Fri Jan 29, 2010 11:17 am |
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Ezekel
Joined: Tue Apr 07, 2009 4:44 am Posts: 87
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 Re: ctf_underhanded
thanks to chron i was able to get some valuable testing done. here's beta3 as a reward 
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| Tue Feb 02, 2010 9:42 am |
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Ezekel
Joined: Tue Apr 07, 2009 4:44 am Posts: 87
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 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
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| Fri Mar 19, 2010 1:13 pm |
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Dr. Boom Stick
Joined: Mon Sep 17, 2007 10:48 am Posts: 1320 Location: Bloomington, IN
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 Re: ctf_underhanded
Neat-O! Putting this up now.
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| Fri Mar 19, 2010 1:43 pm |
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Ezekel
Joined: Tue Apr 07, 2009 4:44 am Posts: 87
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 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
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| Sun Mar 21, 2010 5:26 pm |
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Dr. Boom Stick
Joined: Mon Sep 17, 2007 10:48 am Posts: 1320 Location: Bloomington, IN
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 Re: ctf_underhanded
Right on. Awesome job! But mind if I ask how that happened and/or how you fixed it?
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| Tue Mar 23, 2010 12:22 am |
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Ezekel
Joined: Tue Apr 07, 2009 4:44 am Posts: 87
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 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 )
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| Tue Mar 23, 2010 5:50 am |
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Ezekel
Joined: Tue Apr 07, 2009 4:44 am Posts: 87
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 Re: ctf_underhanded
is updatedto b8 
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| Sat Apr 10, 2010 10:46 am |
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Ezekel
Joined: Tue Apr 07, 2009 4:44 am Posts: 87
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 Re: ctf_underhanded
beta 9 time 
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| Fri Apr 23, 2010 4:40 pm |
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Xase42
Joined: Fri Dec 07, 2007 3:06 pm Posts: 333
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 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!
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| Mon Apr 26, 2010 8:00 am |
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Ezekel
Joined: Tue Apr 07, 2009 4:44 am Posts: 87
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 Re: ctf_underhanded
well it's been updated again  RC2 time
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| Tue May 25, 2010 3:22 pm |
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Dr. Boom Stick
Joined: Mon Sep 17, 2007 10:48 am Posts: 1320 Location: Bloomington, IN
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 Re: ctf_underhanded
updated
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| Tue May 25, 2010 4:50 pm |
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Ezekel
Joined: Tue Apr 07, 2009 4:44 am Posts: 87
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 Re: ctf_underhanded
rc2a: fixed the red spawn door
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| Wed May 26, 2010 4:02 pm |
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