Team Fortress 2 is the sequel to the game that put class-based, multiplayer team warfare on the map. It delivers new gametypes, a signature art style powered by Valve's next generation animation technology, persistent player statistics, and more.
Three stages (like dustbowl) Blue attacking, red defending (like dustbowl) Inteligence (Like 2fort) Blue carry the intel from their spawn in each stage to the first cap of each stage, then after a 5 second delay they're given a new briefcase at that point to progress to the next point. Alpine themed map.
An Icy Mouse [WOE]
a n i c y m o u s e w o e
How about if i rearrange them a bit??
i o n c e w a s y o u m e
I once was Youme
Yep. An Icy Mouse is me, YM, always has been me and as of now will only serve as my clean install of tf2 to test pakrating of maps. I decided i needed a break from being Youme for a while so i created an icy mouse as a pen name. When i had started I had hoped to completely shed Youme as my alias and become an icy mouse full time.
Things never work out quite how you plan but I did drop Youme, as many of you will notice I've been using just YM for the last few months, a full new alias wasn't quite right for me.
So with my confession I can gladly tell you slate is now within the boundaries of the ctf competition once more. Since icy and me are one and the same there is no issue of collaboration and in the last two weeks I've painstakingly undone all the work ZPQ contributed and replaced it with my own work.
So, ladies and Gentlemen, I proudly present my first alpine themed map, something i know some people will be rather happy about!!
Original post:
*resurrected*
For those of you not in the steam group chat regularly or who haven't checked the blog section you won't have seen the first few screens of a new map of mine. It's a little different from what you might expect, it's a testbed for an upcoming contest, here's how it works:
I've put the 5 second delay before a new briefcase is delivered to them in because I'm very aware of how badly it could get scout rushed, but with a gap between reaching the first point and being able to continue any reds in the area should have a change to kill any blues nearby, giving them a little more time to set up further back. This hopefully will be a fun gamemode (I realise it's been attempted a few times before) and if there's enough interest in it, it might reach a larger scale contest.
So far I've got a fully working entity setup and 1.5 stages of the map roughed out. and I mean rough! If you can remember this time last year you may remember a map that never took off (cp_schism), well combining that with dustbowl has lead me to something that looks like this:
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Stage 1, part 1
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Stage 1, part 2
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Stage 2, part 1
Beta 2 released 28/11/09:-
* Increased size of capture zone and blocking zone slightly.
* Removed rain, swapped to lighter skybox and environmental lighting.
* Increased level of detail.
* Improved playerclipping.
* Increased ammount of directional signs.
* No entry signs over locked doors.
* Added a visualiser to the cap area to show it is blocked.
* Added Announcer's alerts.
* Removed vphysics console spam.
* Slightly increased ammo placement.
* Improved visability rendering for stage 3.
Beta 1 released 26/10/09:-
* Added small prop foliage
* Increased number of pine trees
* Improved detailing in final stage
* Fixed playerclipping issues
* Miscellaneous other tweaks
Alpha 5 released 20/10/09:-
* Increased blocking area size slightly
* Increased delay between intel cap and new intel spawning.
* Almost completely detailed entire map
* Implemented new CTF/CP hybrid hud
Alpha 3 released 11/05/09
* Reduced size of both capture and blocking area to the size of the capture stud itself.
* Nobuild'ed the capture stud.
* Removed the glass from the window at 1-2.
* Increased time delay between captures and the new intel ariving to remove some momentum from the attacking team.
Alpha 2 released 30/04/09:-
* Dramatically reduced capture zone and increased the blocking area to greatly aid defence.
* Adjusted spawn timers based on particular rounds ease of advance.
* Reduced initial time as well as reducing the time added on subsequent captures.
* Fixed the final point not being blocked by red.
* Fixed resupply lockers.
* Placed spectator cameras based on which round is in play and which points your team owns.
Alpha 1 released 29/04/09
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