- Joined
- Jun 14, 2008
- Messages
- 1,654
This thread is to let you guys know, and test if you want, my new map in development, cp_vandall. If you remember a little while back I asked for opinions on what map I should do, I got a PM from a member called Vandall. I decided to name it in his glory 
Vandall - ALPHA STAGES
(cp_vandall_a1)
by midget31394
___________________________________
Log:
10th Feb 09 - 18th Feb 09
Dev Blocking, Control Points, Map Entities and Respawn Rooms Finished.
18th Feb 09
Alpha 1a released
20th Feb 09
Alpha 1b released with major bugfixes.
21st Feb 09
Alpha 2 released
23rd Feb 09
Alpha 3 released
___________________________________
Revision History (DD/MM/YY)
Alpha 1a released - 18th February 2009
********************************
Alpha 1b released - 20th February 2009
Fixed Basic door mistakes.
Fixed engineers being able to build in deadly water.
********************************
Alpha 2 released - 21st February 2009
Made sure building on grate wasn't possible.
Made large door at A open when the point is capped
Added ramps for defence to get to the side routes at A
Added cover at A
Added more healthkits
Made defence's respawn a bit longer
At control point D gave the defence the height advantage.
Stopped control point C from being able to be capped by red
Retextured the water for a more TF2-ish look
********************************
Alpha 3 released - 23rd February 2009
Fixed missing floor at red spawn.
Let Red have a way back to spawn.
Major reconstruction work done to cp A mainly, making it all on-grid
Fixed as many clashing textures as possible
Did major work at control point B
___________________________________
Known Issues:
___________________________________
To Do:
___________________________________
Screenshots


Vandall - ALPHA STAGES
(cp_vandall_a1)
by midget31394
___________________________________
Log:
10th Feb 09 - 18th Feb 09
Dev Blocking, Control Points, Map Entities and Respawn Rooms Finished.
18th Feb 09
Alpha 1a released
20th Feb 09
Alpha 1b released with major bugfixes.
21st Feb 09
Alpha 2 released
23rd Feb 09
Alpha 3 released
___________________________________
Revision History (DD/MM/YY)
Alpha 1a released - 18th February 2009
********************************
Alpha 1b released - 20th February 2009
Fixed Basic door mistakes.
Fixed engineers being able to build in deadly water.
********************************
Alpha 2 released - 21st February 2009
Made sure building on grate wasn't possible.
Made large door at A open when the point is capped
Added ramps for defence to get to the side routes at A
Added cover at A
Added more healthkits
Made defence's respawn a bit longer
At control point D gave the defence the height advantage.
Stopped control point C from being able to be capped by red
Retextured the water for a more TF2-ish look
********************************
Alpha 3 released - 23rd February 2009
Fixed missing floor at red spawn.
Let Red have a way back to spawn.
Major reconstruction work done to cp A mainly, making it all on-grid
Fixed as many clashing textures as possible
Did major work at control point B
___________________________________
Known Issues:
- Lighting isn't good
- Need to lighten some areas
___________________________________
To Do:
- Refine Lighting
- Displace control point A
- Change control point As theme to alpine.
- More clear signage (Right now each corridor has the letter of CP it leads to)
- As Much As Possible Testing
___________________________________
Screenshots

Last edited:





"properly"






