im so glad my son has made it <3
| Account Details | |
|---|---|
| SteamID64 | 76561198061316177 |
| SteamID3 | [U:1:101050449] |
| SteamID32 | STEAM_0:1:50525224 |
| Country | Australia |
| Signed Up | September 2, 2015 |
| Last Posted | June 23, 2026 at 4:20 AM |
| Posts | 150 (0 per day) |
| Game Settings | |
|---|---|
| In-game Sensitivity | 1.2 |
| Windows Sensitivity | 6 |
| Raw Input | 1 |
DPI |
800 |
Resolution |
1920x1080 |
Refresh Rate |
144 |
| Hardware Peripherals | |
|---|---|
| Mouse | gpro superlight |
| Keyboard | Ducky browns |
| Mousepad | Qck + |
| Headphones | audio technica ath-m50x |
| Monitor | |
get b8'd
this is an update
from b7
to b8
the map is now b8
Overall theme has been revamped, check the screen below.
Middle:
• Changed shape of shack
• Increased size of displacement and the texture.
• General retexturing and detailing
Second:
• Revamped structure on second
• Move ramp at choke closer in order to improve rollout
Last:
• Aligned point better
• Cleaned up staircases
• Move position of shutter slightly
• Window revamped
• General detailing
IT:
• Revamped
Quake Room:
• Revamped (sorta)
Window Room:
• New route into second
https://imgur.com/a/hCxDboo
album of some stuff
Honestly, I don't see anything glaringly wrong with this map. I think that a lot of work can be done on it gameplay wise, but its an in dev map so :shrug:
Playtest it in some discord groups/with friends and those issues will eventually be ironed out.
In terms of the look of the map I think maybe you've simply placed props without much thought. For example these lamps that are at head height. I just feel they could be raised higher.
Also this texture (while I know does sort of fit in the theme doesn't make much sense because it just makes me think of Halloween maps.)
As #2 said change the lighting, I understand the orange and the fallout theme but it really is just over bearing.
https://youtu.be/Dq3GDn7wqBk?t=195
somethin about that wall sync
Collaideim losing braincells reading this. its been known for a long long time that blockbullet fixes it. no need to act like you are a secret genius or something.
relax.
Anyways, most maps deal with this by using a blockbullets brush. if you use "r_drawclipbrushes 1", you'll probs find that most stairs don't look clipped. This is because it's using a blockbullets brush which doesn't show when using "r_drawclipbrushes 1".
I haven't heard of using phase+player clip but I feel that it's unnecessary.
MouldI don't think cyanic, now that he isn't involved in tf2 anymore, would mind me saying there was originally plans to do an environments 2 that was supposed to go much much further, but I dropped out that project months ago and I'm guessing it's cancelled at this point, which is a shame
There were plans and also quite a bit of progress done. The project has however been canceled until cyanic chooses to pick it up again. Honestly a shame it's been cancelled, env 1 is probably my favourite piece of tf2 content ever created.
Myself and others had done some mapping for the project so there is content there. Maybe someone wants to pick up where cyanic left off for env 2?
lemme swing past the b711
again its b7
Middle:
• Reduced height of shack, and rotated orientation.
• Changed pack under the point to a medium.
Quake room:
• Windows blocked off, added window shutter.
Lobby:
• Made it easier to traverse
Last:
• Moved satellite away from the control point.
• Made right door larger
• Removed windows from shutter.
ireYou can also try hitting up row to add it to Map test pugs
https://discord.gg/btD8EqE
I admin this server, if youre down I can get pugs in AU and EU going
yightfeels really awkward to play and there is a lot of weird clipping but with some changes it could be good, the mid is the worst part of the map i think
... nice edit
like a b6 like a b6
its b6
Slight improvements to both flanks, second and middle.
Minor clipping and aesthetic changes.
Middle:
• Stairs to the point closer to choke.
• The point is not as tall high.
Computer:
• Changed to a dropdown.
Quake:
• New room to help defenders.
Second:
• Adjusted slightly to make the point feel more comfortable.
high five its b5
OOOOHHHH BOY
Reworked second and choke(ish)
also dome is gone :(
Middle:
• Clipping fixes
Second
• Its completely different
Last
• Clipping improvement
• Adjusted spawns
Window Room
• New height variations/details
"this has got to be a good idea"
it be'eth b4'eth time'eth
Screens
Download
Refinements and detailing
Most of this update is fixing issues that people had with b3a and adding in some extra stuff.
I am looking for feedback on the transition area from choke to second.
Detailing
• Added a dome to the map (modelled and textured by /dev/zero), may be disorientating/unpleasant but would like feedback on the theme.
• Changed sun
• Lighting improvements
Spawns
• Last spawns moved more to the right to help rolling out right side
• Middle forward spawns moved backwards to stop accidental opening of the door.
Middle
• Capture zone extends below the point
• Mini health pack on perch’s
• Shack and barrels have been moved to decrease the power of sightlines from the new room on middle.
Second
• Given attackers into second from quake room high ground
Last
• Flank side improved for holding
• Improved detailing
• Added catwalk on the wall above under
• Added window to lower
• Added high ground behind the point
• Increased height of wall flank side
• Added a platform on combo side
Middle Flank
• Added an open window that players can use to enter the new room. (Intended to help players to stop flanks)
• New raised platform for detailing/gameplay detailing.
Choke
• New raised platform intended to help pushes through choke, whether pushing into second or middle.
Quake Room
• Decreased the amount of doors into second to 2
• Made traversing the room easier
• Doors are larger to stop meds getting forced
Catwalk
• Added Jump pad modelled, animated, and textured by /dev/zero
• Moved health pack
Window Room
• Added second floor for detailing purposes, makes the room slightly (very slightly) more choke-ish
hello its me again posting again
ITS B3 TIME BABY
Tried to make soldier more fun on last
Middle
- New flank
Window Room
- Curved the window to feel less open
Last
- Changed right side (defenders pov)