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  1. Thread: cp_axle

    by grazr
    Replies
    182
    Views
    65,431

    [WIP] Re: cp_axle

    I'll be updating this map to RC over the coming weeks. So any last minute feedback would be great. Just FYI.
  2. Thread: cp_axle

    by grazr
    Replies
    182
    Views
    65,431

    [WIP] Re: cp_axle

    Alright, cp_axle_b7 now available.

    Change log:
    Assigned associated teams/CP's to observer points. (finally)
    Additional observer points inside bases.
    Additional minor detail around CP1....
  3. Thread: cp_axle

    by grazr
    Replies
    182
    Views
    65,431

    [WIP] Re: cp_axle

    Huh, that was weird, tried to thank your post and the site said "you do not have sufficient privilages" and spazzed out. Ah well...

    Also, that seems like a good idea. I was gonna release a version...
  4. Thread: cp_axle

    by grazr
    Replies
    182
    Views
    65,431

    [WIP] Re: cp_axle

    Aren't those hard coded for official maps? I'm not sure i've ever seen that for custom maps and if it's what i think it is, it's not possible for custom maps.

    I have a new version of axle...
  5. Thread: cp_axle

    by grazr
    Replies
    182
    Views
    65,431

    [WIP] Re: cp_axle

    Do you mean the chalk board thing?

    I'm gonna have to look at last i guess and see how i can make it easier to assault, i've had recommendations to make the upper route more accessible/more visible.
  6. Thread: cp_axle

    by grazr
    Replies
    182
    Views
    65,431

    [WIP] Re: cp_axle

    Hm, maybe i'm missing the sudden death tf logic and a SM plugin forced it into SD? I'll have a gander.
  7. Thread: cp_axle

    by grazr
    Replies
    182
    Views
    65,431

    [WIP] Re: cp_axle

    I used competitive testing to get to grips with my maps nuances. The high player skill levels emphasise exploitable locations and demonstrate more consistant roll-out capacity and the...
  8. Thread: cp_axle

    by grazr
    Replies
    182
    Views
    65,431

    [WIP] Re: cp_axle

    I think perhaps you're underestimating the potential of the upper and lower paths. During competitive play scouts would use the lower path to flank medics and the rest of the team would fight through...
  9. Thread: cp_axle

    by grazr
    Replies
    182
    Views
    65,431

    [WIP] Re: cp_axle

    That's weird... i'm guessing b6 got tested instead last night?

    b6b should be up now.

    It seems the file doesn't wanna update... :( give me a moment.

    EDIT: Alright, it didn't seem to wanna...
  10. Thread: cp_axle

    by grazr
    Replies
    182
    Views
    65,431

    [WIP] Re: cp_axle

    cp_axle_b6b now out.

    change log:

    packed custom waterfall texture properly this time.
    generic additional detail.
    Fixed some bad lighting.

    >>>Click here for tits<<<
  11. Thread: cp_axle

    by grazr
    Replies
    182
    Views
    65,431

    [WIP] Re: cp_axle

    Well, technically the arch is a geological stone formation rather than a man made bridge created for a particular use, but I actually initially intended to have a narrow water "stream" down there. I...
  12. Thread: cp_axle

    by grazr
    Replies
    182
    Views
    65,431

    [WIP] Re: cp_axle

    I noticed this has been played a couple times, how have you guys found it?
  13. Thread: cp_axle

    by grazr
    Replies
    182
    Views
    65,431

    [WIP] Re: cp_axle

    cp_axle_b6 now out.

    change log:
    Added missing light in BLU's CP1 area.
    Removed 2 cloned lights at BLU's base vestibule.
    Fixed inconcistant soundscapes at CP1 for both bases.
    Fixed cubemaps on...
  14. Thread: cp_axle

    by grazr
    Replies
    182
    Views
    65,431

    [WIP] Re: cp_axle

    http://dl.dropbox.com/u/1429764/axle/cp_axle_b60024.jpg
    http://dl.dropbox.com/u/1429764/axle/cp_axle_b60025.jpg
    http://dl.dropbox.com/u/1429764/axle/cp_axle_b60026.jpg

    Yea, it actually looks...
  15. Thread: cp_axle

    by grazr
    Replies
    182
    Views
    65,431

    [WIP] Re: cp_axle

    B6 mainly consists of changes to CP2 and a few simplifying measures on old routes since removed. I'm not sure why i left some dead ends accessable in B5, it's supposed to be beta :/

    Anyway, here's...
  16. Thread: cp_axle

    by grazr
    Replies
    182
    Views
    65,431

    [WIP] Re: cp_axle

    Excuse double post, just bumping for B5 RELEASE TIME.

    cp_axle_b5 out now, get it whilst it's luke warm.

    >>DL LINKEH<<


    http://www.youtube.com/watch?v=q7OlrN2KkTw
  17. Thread: cp_axle

    by grazr
    Replies
    182
    Views
    65,431

    [WIP] Re: cp_axle

    http://dl.dropbox.com/u/1429764/cp_axle_b60018.jpg

    http://dl.dropbox.com/u/1429764/cp_axle_b60013.jpg
    http://dl.dropbox.com/u/1429764/cp_axle_b60017.jpg...
  18. Thread: cp_axle

    by grazr
    Replies
    182
    Views
    65,431

    [WIP] Re: cp_axle

    http://dl.dropbox.com/u/1429764/cp_axle_b60007.jpg
    http://dl.dropbox.com/u/1429764/cp_axle_b60008.jpg
    http://dl.dropbox.com/u/1429764/cp_axle_b60002.jpg...
  19. Thread: cp_axle

    by grazr
    Replies
    182
    Views
    65,431

    [WIP] Re: cp_axle

    You'll be glad to hear that most of the changes are to CP2 and areas around CP1 including the flank to the upper floor for attackers which has been massively re-worked. Though, i'm not entirely sure...
  20. Thread: cp_axle

    by grazr
    Replies
    182
    Views
    65,431

    [WIP] Re: cp_axle

    Ok, now that Uni has finished i've just picked up the SDK today and am excited about the next iteration which is addressing a lot of issues brought up in the past. In fact these past weeks/months of...
  21. Thread: cp_axle

    by grazr
    Replies
    182
    Views
    65,431

    [WIP] Re: cp_axle

    I've already discussed the nature of the name with people. The name was relative to the original layout design, which has significantly changed, obviously. Instead of changing the name mid beta and...
  22. Thread: cp_axle

    by grazr
    Replies
    182
    Views
    65,431

    [WIP] Re: cp_axle

    Yea, i had noticed, but most of my free time, where i would promote impromptu testing, is spent running the more organised Sunday Gameday over at TF2maps. IE Blueprint is usually run on a Friday, but...
  23. Thread: cp_axle

    by grazr
    Replies
    182
    Views
    65,431

    [WIP] Re: cp_axle

    As it stands the map has recieved almost no testing from the pub or comp community in the last beta release (compared to it's usual level of testing and community response), if it has been tested,...
  24. Thread: cp_axle

    by grazr
    Replies
    182
    Views
    65,431

    [WIP] Re: cp_axle

    The rock wall isn't displaced because it is the new path. It would be a waste of time to displace it before i got feedback telling me to keep/not change that route. If i get positive feedback on this...
  25. Thread: cp_axle

    by grazr
    Replies
    182
    Views
    65,431

    [WIP] Re: cp_axle

    @ Stick

    The vent got removed in B3.

    How would you suggest i improve the caves? Currently they have spot lights with beams, barrels, signs, crates, trusses, baords and rubble. There's only so...
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