Currently working on a map with =(e)=? Xen_X.
Game: TF2
Brief description: A 5 CP map that takes place in Sky plataforms. (Hot Air Skyway Themed)
Gameplay: An attempt of fast paced gameplay, there is a main road connecting each CP with a lower level plataform to allow a better spread. There is also an even lower level plataform connecting the spawns and the sniper decks. Upper level plataforms will have glass walls, to allow vision and balance classes (Snipers would have really open areas and pyros would have direct kills with the airblast)
Currently working on the engineer, as it appears to have no spots to set up.
Status: Alpha V5.1.3 . No textures applied yet, no final design yet.
Screenshots:
[
Main road. There's an obvious problem with snipers having a great distance before anyone can approach them. Working to fix that.
Fixing the Snipers advantage: Some of the halls are too long and open.
Engineer feeling sad: No good sentry spots.
This is our first attempt at mapping and we're reading as much as we can. We need some help in what functionality is about (Having problems with the CP's not working).
If anyone want to test the alpha and give some feedback, feel free to contact me via steam and I'll set up a dedicated server with the map. Any feedback is greatly appreciated.
Game: TF2
Brief description: A 5 CP map that takes place in Sky plataforms. (Hot Air Skyway Themed)
Gameplay: An attempt of fast paced gameplay, there is a main road connecting each CP with a lower level plataform to allow a better spread. There is also an even lower level plataform connecting the spawns and the sniper decks. Upper level plataforms will have glass walls, to allow vision and balance classes (Snipers would have really open areas and pyros would have direct kills with the airblast)
Currently working on the engineer, as it appears to have no spots to set up.
Status: Alpha V5.1.3 . No textures applied yet, no final design yet.
Screenshots:
Overview.
[
BLU Spawn:
Base cap (Note that the CP is behind the spawn of the respective team. Really haven't put much thought into how will this work, but I'm hoping to see that soon)
Another perspective:
Main road. There's an obvious problem with snipers having a great distance before anyone can approach them. Working to fix that.
Sniper deck:
Mid cap:
Lowest levels. Spawn to spawn, sniper deck to sniper deck crossroads.
Currently working on:
Fixing the capture points: CP's not showing in HUD. Only BLU can cap and only the RED base CP. None of the other CP's can be caped. CP base object not showing.Fixing the Snipers advantage: Some of the halls are too long and open.
Engineer feeling sad: No good sentry spots.
This is our first attempt at mapping and we're reading as much as we can. We need some help in what functionality is about (Having problems with the CP's not working).
If anyone want to test the alpha and give some feedback, feel free to contact me via steam and I'll set up a dedicated server with the map. Any feedback is greatly appreciated.
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