Flower_Shop_Guy
Account Details
SteamID64 76561198001664307
SteamID3 [U:1:41398579]
SteamID32 STEAM_0:1:20699289
Country Belarus
Signed Up October 2, 2015
Last Posted January 6, 2020 at 2:29 PM
Posts 16 (0 per day)
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#1 pl_mesaworks in Map Discussion

Hello everyone, i would like to share to you with my map, it's called "Eclipse".

Welcome to the Eclipse!

"Eclipse" - is a large single-stage Payload map with a varied style and gameplay, themes set in the industrial desert of the 20th century, consisting of 4 points..

Plot:
Red team has aquired a huge supply of electricity, becoming the leading source of nuclear and solar energy. Blue team's feeling a bit jealous... (well, mainly because they do not have such a cool POWER STATION!) so they decide the best course of action is to destroy everything. Red team must defend their power station at all cost, and they must do it quickly, because the eclipse is coming!

(I do apologize for my bad English, it's not my native language, so sorry for that.)

Download, Threads & images:
TF2maps.net
Gamebanana
Steam Workshop

Current vesion:
RC3

Changelog:

Rc3: 01-06-2020 (114 build):

- Changed name of the map from "Eclipse" to "Mesaworks";
- Added an additional 3rd exit from respawn for the blue team in the initial stage of the game;
- Added an additional flank for the blue team for a better breakthrough of the capture point at the A-stage;
- Added an additional flank at stage B, in the form of a platform near the waterfall;
- Added an additional flank near point D to reduce the strong dominance of the red team at this stage;
- Added an additional flank to the final stage for the blue team;
- Re-balancing all the lighting on the whole map;
- Slightly improved optimization in various parts of the map;
- Changed the number, position, size of first-aid kits and ammo boxes throughout the map;
- The possible stuck of the red team in the second respawn after capturing point C has been fixed, now after capturing of the control point the players will teleport to another respawn;
- Reduced the number of assets in the gameplay area, the gameplay's feels now less cramped;
- Reduced the total number of objects on the entire map;
- Slightly reduced the time of the revival of the red team in the final stage;
- Rebalancing of covers;
- Moved the resupply lockers of the red team on the first respawn;
- Reducing the chance of a server crashing by reducing the replicated objects;
- Removed various opening doors at A stage;
- Removed fake doors "no passage";
- The gates for the red team are now open by default, after capturing the blue team points a, the gates are closed.
- Removed one-way doors in the house near the waterfall;
- Removed the extra collision on some assets;
- Improved player clipping on the entire map;
- Removed the collision on the railing and windows;
- Fixed and improved cosmetic changes;
- Decreased volume in some sound sources;
- Fixed players getting stuck in pull out pointers;
- Various other improvements.

posted about 8 years ago
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