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cp_reckoner (5CP)
91
#91
cp_sunshine, cp_cardinal
11 Frags +

Surprise!

Beta 1. It's coming. Away goes the old, dreary theme of the map and in comes something bright, clean - and new.

I've distributed prerelease versions to a handful of people. Officially, Beta 1 should come out very shortly.

Now for the exciting bit: B4nny will be streaming, LIVE, running around & commenting on the prerelease build. No telling when exactly - but it's tonight, and it'll be during his stream. I know a lot of you might have varying opinions of him, but I figured it was a good way to give the map a little exposure and a little hype. Come visit when he goes live: https://www.twitch.tv/b4nny

Beta 1 coming shortly. Bet you didn't see that coming.

Surprise!

Beta 1. It's coming. Away goes the old, dreary theme of the map and in comes something bright, clean - and new.

I've distributed prerelease versions to a handful of people. Officially, Beta 1 should come out very shortly.

Now for the exciting bit: B4nny will be streaming, LIVE, running around & commenting on the prerelease build. No telling when exactly - but it's tonight, and it'll be during his stream. I know a lot of you might have varying opinions of him, but I figured it was a good way to give the map a little exposure and a little hype. Come visit when he goes live: https://www.twitch.tv/b4nny

Beta 1 coming shortly. Bet you didn't see that coming.
92
#92
-6 Frags +
PhiBeta 1 coming shortly. Bet you didn't see that coming.

Boo!

[quote=Phi]
Beta 1 coming shortly. Bet you didn't see that coming.[/quote]

Boo!
93
#93
2 Frags +

new map theme looks really cool! excited to play it soon

new map theme looks really cool! excited to play it soon
94
#94
cp_sunshine, cp_cardinal
19 Frags +

cp_reckoner_b1a

Say what you will.

Download (bsp, repacked)

Changelog:
• Detailed the map.
• Various geometry changes across the entire map due to detailing
• Opened up little shutter door into second (the top entrance) from 96x128u to 136x160u (a 42% increase in width, a 25% increase in hight)
• Widened the playspace of the platform immediately outside little shutter door.
• Added detail railings on either side of small slope in lobby (does not affect play)
• Filled in holes on small ramps up to mid.
• Changed glass texture on barriers at last to a more noticeable green texture.
• Moved pillars on left (relative to defenders) side of last in to give more space for spam into sentry nests
• Slightly moved around various geometry to allow for easier spam angles on sentry nests over the whole of last
• Removed barrel prop on far right (rel. to def.) side of last
• Nobuilded the top of every prop in last.
• Added health-ammo pair on lowground in lobby – added detail railings nearby

Screenshots (here we go...):

http://tf2maps.net/attachments/2016-03-14_2-jpg.13849/

http://tf2maps.net/attachments/2016-03-14_00003-jpg.13850/

http://tf2maps.net/attachments/2016-03-14_00004-jpg.13851/

http://tf2maps.net/attachments/2016-03-14_00005-jpg.13852/

http://tf2maps.net/attachments/2016-03-14_00006-jpg.13853/

http://tf2maps.net/attachments/2016-03-14_00008-jpg.13854/

http://tf2maps.net/attachments/2016-03-14_00010-jpg.13855/

http://tf2maps.net/attachments/2016-03-14_00011-jpg.13856/

http://tf2maps.net/attachments/2016-03-14_1-jpg.13848/

[b]cp_reckoner_b1a[/b]

Say what you will.

[url=http://tf2maps.net/downloads/reckoner.974/download?version=2547]Download (bsp, repacked)[/url]

Changelog:
• Detailed the map.
• Various geometry changes across the entire map due to detailing
• Opened up little shutter door into second (the top entrance) from 96x128u to 136x160u (a 42% increase in width, a 25% increase in hight)
• Widened the playspace of the platform immediately outside little shutter door.
• Added detail railings on either side of small slope in lobby (does not affect play)
• Filled in holes on small ramps up to mid.
• Changed glass texture on barriers at last to a more noticeable green texture.
• Moved pillars on left (relative to defenders) side of last in to give more space for spam into sentry nests
• Slightly moved around various geometry to allow for easier spam angles on sentry nests over the whole of last
• Removed barrel prop on far right (rel. to def.) side of last
• Nobuilded the top of every prop in last.
• Added health-ammo pair on lowground in lobby – added detail railings nearby

Screenshots (here we go...):
[img]http://tf2maps.net/attachments/2016-03-14_2-jpg.13849/[/img]
[img]http://tf2maps.net/attachments/2016-03-14_00003-jpg.13850/[/img]
[img]http://tf2maps.net/attachments/2016-03-14_00004-jpg.13851/[/img]
[img]http://tf2maps.net/attachments/2016-03-14_00005-jpg.13852/[/img]
[img]http://tf2maps.net/attachments/2016-03-14_00006-jpg.13853/[/img]
[img]http://tf2maps.net/attachments/2016-03-14_00008-jpg.13854/[/img]
[img]http://tf2maps.net/attachments/2016-03-14_00010-jpg.13855/[/img]
[img]http://tf2maps.net/attachments/2016-03-14_00011-jpg.13856/[/img]
[img]http://tf2maps.net/attachments/2016-03-14_1-jpg.13848/[/img]
95
#95
12 Frags +

holy shit this detailing is fantastic, i dont think ive ever seen this theme in any other map ever

holy shit this detailing is fantastic, i dont think ive ever seen this theme in any other map ever
96
#96
3 Frags +

This looks lovely.(can lovely even apply to a game where the point is to murder in comic fashion?)
anyway, what is up with the fourth photo? it looks like it could be water, a part not in the map, or just a compare and contrast thing.

This looks lovely.(can lovely even apply to a game where the point is to murder in comic fashion?)
anyway, what is up with the fourth photo? it looks like it could be water, a part not in the map, or just a compare and contrast thing.
97
#97
5 Frags +

The screenshots remind of the aesthetic of Season in CS:GO, in a good way. Looks visually great, hopefully it's not too hard on people fps-wise.

The screenshots remind of the aesthetic of Season in CS:GO, in a good way. Looks visually great, hopefully it's not too hard on people fps-wise.
98
#98
cp_sunshine, cp_cardinal
10 Frags +
SpaceGhostsCoffeeThe screenshots remind of the aesthetic of Season in CS:GO, in a good way. Looks visually great, hopefully it's not too hard on people fps-wise.

Shouldn't be hard on people at all. I spent a LOT of time optimizing the map, so that things would render effectively and efficiently. If you're worried about it running like Sunshine does, it's much better than that - I promise. I've learned a lot.

[quote=SpaceGhostsCoffee]The screenshots remind of the aesthetic of Season in CS:GO, in a good way. Looks visually great, hopefully it's not too hard on people fps-wise.[/quote]

Shouldn't be hard on people at all. I spent a LOT of time optimizing the map, so that things would render effectively and efficiently. If you're worried about it running like Sunshine does, it's much better than that - I promise. I've learned a lot.
99
#99
2 Frags +

looks so good phi, I really hope this map sees play in ESEA, I've had a lot of fun playing it.

looks so good phi, I really hope this map sees play in ESEA, I've had a lot of fun playing it.
100
#100
2 Frags +

the theme makes me wanna hug you, phi

the theme makes me wanna hug you, phi
101
#101
cp_sunshine, cp_cardinal
8 Frags +

So there's a bug where a texture in fences on 2nd is invisible because of the way I compiled - I'm on it, fixing it very soon. Compiling a b1a where the fences are fixed. Will be about 10 min.

So there's a bug where a texture in fences on 2nd is invisible because of the way I compiled - I'm on it, fixing it very soon. Compiling a b1a where the fences are fixed. Will be about 10 min.
102
#102
2 Frags +

Wow, Phi, great job with the detailing, shaping up to be fantastic cant wait to see it possibly playtested in the future but who knows about that. :)

Wow, Phi, great job with the detailing, shaping up to be fantastic cant wait to see it possibly playtested in the future [url=http://puu.sh/mcRoJ/c0edd031b9.png]but who knows about that.[/url] :)
103
#103
7 Frags +

This is looking great, will be playtesting it along with the new koth maps in the offseason.

This is looking great, will be playtesting it along with the new koth maps in the offseason.
104
#104
3 Frags +

This looks absolutely sexual. Never cared much about aesthetics in maps but holy shit.

This looks absolutely sexual. Never cared much about aesthetics in maps but holy shit.
105
#105
cp_sunshine, cp_cardinal
3 Frags +

Updated to b1a. Fixed the fences on second being invisible.

Edited all previous b1 downloads, but here it is too: http://tf2maps.net/downloads/reckoner.974/download?version=2547

Updated to b1a. Fixed the fences on second being invisible.

Edited all previous b1 downloads, but here it is too: http://tf2maps.net/downloads/reckoner.974/download?version=2547
106
#106
-1 Frags +

just a question: why you chose to add green and yellow textures? It reminds me of Team Fortress 2 Classc :v

just a question: why you chose to add green and yellow textures? It reminds me of Team Fortress 2 Classc :v
107
#107
4 Frags +

It looks SO much like de_season (which isn't a bad thing)

Show Content
It looks SO much like de_season (which isn't a bad thing)

[spoiler][img]http://i.imgur.com/fEpBYKt.jpg[/img]

[img]http://i.imgur.com/lQkDoBG.jpg[/img]

[img]http://i.imgur.com/oo10TVV.jpg[/img][/spoiler]
108
#108
cp_sunshine, cp_cardinal
9 Frags +
liasIt looks SO much like de_season (which isn't a bad thing)
Show Content

Hell yeah. de_season is the SHIT. If you couldn't tell I did take inspiration from its aesthetic. Love it.

[quote=lias]It looks SO much like de_season (which isn't a bad thing)

[spoiler][img]http://i.imgur.com/fEpBYKt.jpg[/img]

[img]http://i.imgur.com/lQkDoBG.jpg[/img]

[img]http://i.imgur.com/oo10TVV.jpg[/img][/spoiler][/quote]

Hell yeah. de_season is the SHIT. If you couldn't tell I did take inspiration from its aesthetic. Love it.
109
#109
2 Frags +

Looks delicious, can't wait to play on this.

Looks delicious, can't wait to play on this.
110
#110
3 Frags +

Pretty fun map to play, though there were a few sightlines that were easily abused.

Mid was really easy to re-push if you had only lost one person because of the point on the low ground, no idea of what to do about that though.

Pretty fun map to play, though there were a few sightlines that were easily abused.

Mid was really easy to re-push if you had only lost one person because of the point on the low ground, no idea of what to do about that though.
111
#111
5 Frags +

Looking good.

http://i.imgur.com/rSTpqot.png

You can walk on only part of the beam. That doesn't seem very obvious. Also make it more obvious you can't use those two doors. Like a prop in front of each.

Looking good.
[img]http://i.imgur.com/rSTpqot.png[/img]

You can walk on only part of the beam. That doesn't seem very obvious. Also make it more obvious you can't use those two doors. Like a prop in front of each.
112
#112
2 Frags +

Been pugging this for 2 hours or so now, very fun map. Nice and easy to push every point, potential for cool forward hold in lobby to bolster the harder to defend last point. It's looking fine.

Been pugging this for 2 hours or so now, very fun map. Nice and easy to push every point, potential for cool forward hold in lobby to bolster the harder to defend last point. It's looking fine.
113
#113
2 Frags +

this map is so awesome for being in only beta 1 keep up the good work!

this map is so awesome for being in only beta 1 keep up the good work!
114
#114
4 Frags +

Nice looking map !
Found some issues on second point, the cart disappears at some distance giving visibility to the top lobby entrance. It's worse on BLU side.

http://i.imgur.com/ODx5vqn.jpg

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

http://i.imgur.com/RnoYo6G.jpg

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

http://i.imgur.com/p7acrVe.jpg

Nice looking map !
Found some issues on second point, the cart disappears at some distance giving visibility to the top lobby entrance. It's worse on BLU side.

[img]http://i.imgur.com/ODx5vqn.jpg[/img]
[img]http://i.imgur.com/AXlHujL.jpg[/img]
[img]http://i.imgur.com/RnoYo6G.jpg[/img]
[img]http://i.imgur.com/IKJbMHZ.jpg[/img]
[img]http://i.imgur.com/p7acrVe.jpg[/img]
115
#115
2 Frags +

Holy shit. Wish more custom maps would use these mirror's edge/CS colors. Maybe not every second map but certainly more interesting than the usual gritty construction site stuff.

Holy shit. Wish more custom maps would use these mirror's edge/CS colors. Maybe not every second map but certainly more interesting than the usual gritty construction site stuff.
116
#116
-1 Frags +

as usual your detailing skills are unmatched =)

I especially like the last point, the lighting + plants are awesome!

Quick question : how much time did it took you to do this detailing from the previous version?

as usual your detailing skills are unmatched =)

I especially like the last point, the lighting + plants are awesome!

Quick question : how much time did it took you to do this detailing from the previous version?
117
#117
-3 Frags +

http://puu.sh/nIQfO/ecdff888ab.jpg

Could you change the way this area looks if you're not going to make it reachable? It's disturbing to me.

http://puu.sh/nIQlA/78200378af.jpg

Same thing over here, why block the access to this little spot?

http://puu.sh/nIQqk/c1eb82d08f.jpg

I can stand on this "tube" (don't know the word) but i cant go further forward because an invisible wall blocks me? Please, it's so incoherent :(( Make it visually coherent, if you dont want someone there, do like a building please :(

http://puu.sh/nIQMM/7848fb5eca.jpg

The purpose of the area I aim at is still obscure for me. If it could somehow link to the lobby without opening too big sightlines i'd be happy.

http://puu.sh/nIQSz/e0ae66bc5b.jpg

I think with your current 2nd point that pushing out of it will be extremely hard, because from this position it's possible to control every access, and because the exits (except under) are both very narrow. I'd suggest widening up the doorways.

http://puu.sh/nIR9e/1ea3934ed5.jpg

I think pushing from mid to second could also be very hard, because as the attacking team, it's very long to rotate between under, the left side, and the right side.

Keep up the good work!

[img]http://puu.sh/nIQfO/ecdff888ab.jpg[/img]

Could you change the way this area looks if you're not going to make it reachable? It's disturbing to me.

[img]http://puu.sh/nIQlA/78200378af.jpg[/img]
Same thing over here, why block the access to this little spot?

[img]http://puu.sh/nIQqk/c1eb82d08f.jpg[/img]
I can stand on this "tube" (don't know the word) but i cant go further forward because an invisible wall blocks me? Please, it's so incoherent :(( Make it visually coherent, if you dont want someone there, do like a building please :(

[img]http://puu.sh/nIQMM/7848fb5eca.jpg[/img]
The purpose of the area I aim at is still obscure for me. If it could somehow link to the lobby without opening too big sightlines i'd be happy.

[img]http://puu.sh/nIQSz/e0ae66bc5b.jpg[/img]
I think with your current 2nd point that pushing out of it will be extremely hard, because from this position it's possible to control every access, and because the exits (except under) are both very narrow. I'd suggest widening up the doorways.

[img]http://puu.sh/nIR9e/1ea3934ed5.jpg[/img]
I think pushing from mid to second could also be very hard, because as the attacking team, it's very long to rotate between under, the left side, and the right side.

Keep up the good work!
118
#118
0 Frags +

Needs some windows in the spawn on last tbh

Needs some windows in the spawn on last tbh
119
#119
2 Frags +

Just had a playtest. Beautiful map.

I understand what you're going for with mid, but I think you need to seriously consider making the bridge portion of it cappable. It was really awkward trying to cap that point, and really counter intuitive. I think deeply recessed points are just not very good in general.

Also the lowers transition from mid -> second might be better served by just a single entrance on the 2nd side. There are quite a few entrances to 2nd in it's current form. Conversely, it's really chokey to get into 2nd from last, and it feels like there's no good place to stand while defending.

Just had a playtest. Beautiful map.

I understand what you're going for with mid, but I think you need to seriously consider making the bridge portion of it cappable. It was really awkward trying to cap that point, and really counter intuitive. I think deeply recessed points are just not very good in general.

Also the lowers transition from mid -> second might be better served by just a single entrance on the 2nd side. There are quite a few entrances to 2nd in it's current form. Conversely, it's really chokey to get into 2nd from last, and it feels like there's no good place to stand while defending.
120
#120
4 Frags +

map is fun to play

map is fun to play
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