pl-bugscanyon_final2

Team Fortress 2 TF2
pl-bugscanyon_final2 by Kill_the_Bug
Posted 16 years ago2008-10-17 12:21:18 UTC • Completed • Team Fortress 2
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Name
pl-bugscanyon_final2
By
Kill_the_Bug Kill_the_Bug
Type
Map
Engine
Source
Game
Team Fortress 2
Category
Completed
Included
BSP
Created
16 years ago2008-10-17 12:21:18 UTC
Updated
16 years ago2008-10-29 11:24:53 UTC
Views
1812
Downloads
721
Comments
11
Rating
4.00 (2)
Reviews
0
full star full star full star full star empty star Download (2.56mb)

Fixed a couple or errors - however in some of the really tight areas the bombcart still pushes people into the walls and you may or may not get stuck - it happens at random times - can't seem to cure this even with clip brushes.

The time limit has been reduced to 20 mins with add on time - some areas are a hard fight.

32 player - PL Map in an old lost canyon during the early evening with fog

Multiple game play - bomb goes to Red, back to Blue and then onto a final push to Red's base.

Forces both teams to attack and defend at the same time. Unlike other PL maps, you will have to use all parts of the map all the time to win.

Multiple spawn exits to help cut down on the asshats who like to camp

Main gameplay is outside, in the tunnels and on top of the cliffs. Unlike most other maps I want the players to go up on the cliffs and when I tell them they can go up most people are really suprised as map makers tend to clip these off.

Have fun and feel free to give me your feedback.

11 Comments

Commented 16 years ago2008-10-17 16:53:19 UTC Comment #17017
why don't you use TF2 textures instead of the ugly HL2 textures?
Commented 16 years ago2008-10-17 17:13:10 UTC Comment #17018
now you tell me! - LOL - never even thought of it
Commented 16 years ago2008-10-18 11:16:05 UTC Comment #17020
your map is nice. just retexture it and upload it again to make it look nicer!
Commented 16 years ago2008-10-18 12:17:13 UTC Comment #17029
It looks great, but yeah, definitely use tf2 textures.

For your benefit I'll hold off my rate until retexture ;)
Commented 16 years ago2008-10-20 21:50:41 UTC Comment #17061
ok guys use the same link - I have the TF2 textures in and made some slight modifications
Commented 16 years ago2008-10-21 16:35:14 UTC Comment #17046
Update screeny. ;o
I'll have a look tomorrow.
Commented 16 years ago2008-10-21 17:02:37 UTC Comment #17045
will update screen at home and Daub's that upside down picture gets me everytime - keep thinking wtf is my comp doing wrong
Commented 16 years ago2008-10-22 11:44:27 UTC Comment #17033
looks much better with the tf2 textures :)
Commented 16 years ago2008-10-22 15:27:40 UTC Comment #17034
I have now placed the Final2 version online for everyone - please rate it now and give me you feedback so that I can make better maps in the future!
Commented 16 years ago2008-11-10 10:06:57 UTC Comment #17174
Not too bad a map

4/5 stars
-some blocky areas
-too many control points all at once
-red team isnt given enough time to setup to defend the 1st control point with the long travel time
+good texturing
+good lighting
+good effort
+good control point setup other than the distance to some spawnpoints
Commented 16 years ago2008-11-12 04:37:17 UTC Comment #17168
Prime example of how proper texturing and lighting can cover up most architecture faults. Very, very, very impressive.

First of all, I'm pretty surprised how creative the layout turns out to be. Even though pushing the cart in circles makes no sense, I suppose it actually fits the cartoony TF2 style. Also, the diversity of areas you put the attackers through, both cramped and very open, should give way for some rather awesome gameplay. What I didn't like, however, was your extremely dense placement of ammo and health, both usually at the same place. Either team may get an unfair advantage out of that.

Second, even though architecture is rather blocky and definitely not up to Source standards, it does the job surprisingly well, and, as I said before, is beautifully covered up by good texturing and proper lighting. The setting (some sort of mine?) is made pretty believable with unused payload tracks layed throughout the map. Signs of past battles in the water were also a nice touch.

Another thing making this map bloom is the ambience. Both background and local sounds blend together very well and combined with good lighting provide the map with absolutely awesome atmosphere.

Overall, a great map. I bet this would rock on a 32-player server.
-1 star for architecture faults and pickup placement.

Awesome job. :>

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