d4rk_
Account Details
SteamID64 76561198069845313
SteamID3 [U:1:109579585]
SteamID32 STEAM_0:1:54789792
Country Australia
Signed Up June 12, 2015
Last Posted June 23, 2015 at 12:05 PM
Posts 5 (0 per day)
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#15 cp_dustbowl_pro in Map Discussion

UPDATED TO B2
https://www.dropbox.com/s/tawl4m7x6p91o7d/cp_dustbowl_pro_b2.rar?dl=0

  • Fence on first stage is now solid
  • Nobuild on all stairs
  • Converted some generic brush work into props (big thanks to Egan)
  • Improved fade distances on many props (still needs work)
  • Nodraw on more faces
  • Changed and removed some health and ammo packs
  • Added visclusters
  • Improved clipping in some areas
  • Barrel on stage 2 between cap points is now indestructable
  • Added fade overlays in tunnels
  • Added easter egg involving the cones
  • Added new sniper tower on stage 1

These carts move once the first point is captured

http://i.imgur.com/YU1Zx3B.jpg

http://i.imgur.com/GRv7Ile.jpg

Stairway into sniper room

http://i.imgur.com/AIcjods.jpg

Inside sniper room

http://i.imgur.com/o0Qhwlb.jpg

Outside view

http://i.imgur.com/LR0lkKX.jpg

posted about 8 years ago
#12 cp_dustbowl_pro in Map Discussion
BumFreezeplease change some of the full health kits to different sizes, theres way too many full healthkits and theyre also really close together in a lot of places

Working on it now. I want peoples opinions on the packs.

1. medium size?

2. reduce hp and ammo to small ones?

3. I think this one is fine

4. reduce ammo and hp to small because there is another set underneath?

5. small ammo and hp (close to previous)

6. one set placed in the middle?

7. this ones fine?

8. small pack or remove completely?

9. both medium?

10. both small?

11. both small also? (could reduce spam into spawn)

12. fine as is?

Also anything else that needs to be addressed? keep em coming

posted about 8 years ago
#6 cp_dustbowl_pro in Map Discussion
Spycyd4rk_You can now jump up with this hose reel
This was already possible

Not with a normal crouch jump, you could if u crouch then jump slightly after.

posted about 8 years ago
#1 cp_dustbowl_pro in Map Discussion

I thought id have a go at improving a classic tf2 map. This is an edit from cp_pro_dustbowl which was abandoned a long time ago and had very few changes to the original map. The map at the moment has mainly internal changes such as clipping, please give me advice as to what needs to be changed and any bugs you find.

These barriers are solid

http://i.imgur.com/3IADN9F.jpg

Cap point strip always visible no matter what settings

http://i.imgur.com/qwDSFv0.jpg

You can now jump up with this hose reel

http://i.imgur.com/AUbdahY.jpg

Widened passage behind back house

http://i.imgur.com/9Zj3DqT.jpg

http://i.imgur.com/vyPTFXR.jpg

New scout jump

http://i.imgur.com/QC4XNGF.jpg

Added lighting

http://i.imgur.com/NR5ZZub.jpg

Example of blockbullet improvements. This wall is now flat and wont eat rockets.

http://i.imgur.com/bvpRCJo.jpg

Changelog:

  • Greatly increased map ceiling
  • Improved clipping throughout map
  • Reduced splash damage bugs significantly
  • Removed final stage
  • Improved brush work (reduced brush count)
  • Removed unnecessary models
  • Changed many props to non-solid
  • All stairs are rendered as ramps (blockbullets)
  • Optimized map (still needs work)
  • Improved clipping for all rooftops
  • No build areas near doors
  • Various glitches removed
  • All cones use physics
  • Fixed graphical glitches
  • Fixed soundscapes
  • Moved backhut slightly on stage 2
  • Disabled dynamic shadowing on some walls (stops player shadows showing through)
  • Improved 3d skybox
  • Replaced 1st cap point overlays with brush
  • Fixed some occluders (still working on it)

Todo:

  • Reduce outside area of map
  • Improve scenery of map
  • Optimize further
  • Improve balance of map
  • Fix glitches I may have missed
  • Improve lighting in areas

Current Version B2:
BSP: https://www.dropbox.com/s/tawl4m7x6p91o7d/cp_dustbowl_pro_b2.rar

posted about 8 years ago
#196 cp_granary_pro in Map Discussion

Just had a look at a decompile of your map and looks quite good. Just a few things I would change.

  • Not sure if your compiling with these settings like valve does?
  • Func_detail blockbullet textures as they cut visleafs.
  • You need to add areaportals that are linked to the forward spawn doors.
  • Theres a bit of optimization you could do to the map. (func_detail useless geometry and improve hint textures).
  • Blockbullet rather than playerclip some obstructive geometry, this stops splash damage bugs and also stops players from getting stuck.

Nicely done man keep it up!

posted about 8 years ago