Basetown (Payload)

Team Fortress 2 TF2
Basetown (Payload) by Dr. Orange
Posted 8 years ago2015-05-23 14:38:03 UTC • Completed • Team Fortress 2
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Name
Basetown (Payload)
By
Dr. Orange Dr. Orange
Type
Map
Engine
Source
Game
Team Fortress 2
Category
Completed
Included
BSP
Created
8 years ago2015-05-23 14:38:03 UTC
Updated
8 years ago2015-05-24 06:39:00 UTC
Views
2277
Downloads
565
Comments
5
Reviews
0
Download (5.57mb)

Map name: Basetown
Gamemode: Payload

Author: Dr. Orange

Installation instructions:
Extract all the files in the downloaded archive to your "<steam installation path>/SteamApps/common/Team Fortress 2/tf" directory
or your server game file directory (I've never used the Source Dedicated Server or any other server software, so I don't
know how it works really).

Description:
This is the first map for TF2 I've made that I've decided to finalize and release.
I chosed the payload gamemode for the map becuase it's my favourite gamemode in the game.
I hope I'll make more maps for Team Fortress 2 in the future.

License:
Do not redistribute the map without permission from the author.
Do not claim the map as your own.
Feel free to use it on your server. If you do, I would appreciate it if you told me, but it's not necessary.

Other notes:
The second checkpoint is supposed to be an nearly impossible chokepoint. It semmed as a good idea at the moment. I might
remove the first RED spawnpoint if I get enough feedback about it.

The map have bot support, so if you don't have anyone else to play with, just type "tf_bot_add number" into the console to add some bots to play with.

5 Comments

Commented 8 years ago2015-05-23 19:40:33 UTC Comment #20886
I ran around in it for a couple and overall, i was pleasantly surprised. One think i can say for sure is that im not a big fan of the mix between wooden buildings back to back with brick/cement ones; they don't make much sense. Also, the wooden house near A point seems overly done with windows. Speaking of windows, i think they stand out too much because of their thickness and invariability. Mesh textures look like they could use more work; maybe add some vegetation on the grass ones?
The power lines appeared as full bright when i was running around, but they looked fine in spec mode. Saw some texture clipping bugs and light chops here and there; i'll post them monday, if not tomorrow.

Edit: I just realized i never commented on your stuff before and i hope you don't take the above in the wrong way :)
Commented 8 years ago2015-05-24 00:09:22 UTC Comment #20888
Map is labelled as HL, you should change that to TF2.
Commented 8 years ago2015-05-25 19:08:23 UTC Comment #20891
Glitches i was talking about:
User posted image

User posted image
Commented 8 years ago2015-05-26 12:22:36 UTC Comment #20894
Those are simply enough minor grahpical flaws. I don't think anyone would notice that when playing the map. The "glitches" in 2 and 3 isn't really anything I can do about, becuase it's made by the compile tools. The one in 4 is becuase of the model probably wasn't intended to be used the way I used it. The glitch in picture 1 is only visible with Pyrovision. If you load up a map with proper pyrovision support (doomsday, 2fort etc) you will see that the ropes are white there too. Tf2 doesn't have support for pyrovision textures for custom maps.
Commented 8 years ago2015-05-30 18:59:11 UTC Comment #20897
so how do i play this online? wheres is the TWHL tf2 event? It's only been CS so far

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