theatreTECHIE
Account Details
SteamID64 76561198134226028
SteamID3 [U:1:173960300]
SteamID32 STEAM_0:0:86980150
Country Australia
Signed Up April 2, 2016
Last Posted April 11, 2023 at 9:57 AM
Posts 43 (0 per day)
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Windows Sensitivity
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#17 pl_dawns_vigil in Map Discussion

Update to A14!

Changelog:
- Increased Blu Spawn Time when attacking B and D
- Added some crates in right route from Blu Spawn to A
- Cut off the corner of the platform on C
- Added another doorway out of the room red come out of spawn into on C
- Blocked off perch point on D
- Some more detailing changes

Download from TF2Maps

EDIT: reuploaded due to metadata problem at TF2Maps

posted about 7 years ago
#15 pl_dawns_vigil in Map Discussion

Yes I am aware. The reason that I put invis walls above all of the fences is to prevent people from being airblasted over the top of the fences. Also I don't really want people to be jumping on top of the fences (although if people really want to jump over the top of the fences, I could remove the clipping and put a push trigger on top of the fence that pushes the player off the fence onto the map - not into the deathpit)

posted about 7 years ago
#13 pl_dawns_vigil in Map Discussion

Update to A13!

Changelog:
- Lowered secondary exit area of red's final spawn to negate sightline
- When 3rd is capped, red gets a 1 second respawn wave time for 10 seconds, after which they get a respawn wave time of 9 seconds (down from 10)
- Detailing around A
- General logic cleanup
- Increased size of concrete platform near C to allow teleporter placement

Download from TF2Maps
Screenshots Here

posted about 7 years ago
#12 pl_dawns_vigil in Map Discussion

Update to A12!

Changelog:
- Blocked sightline on first by moving barn and extending wall out
- Streamlined right path for blu out of first spawn
- Raised height of walls around first
- Added new hole in wall on first
- Blocked drop-down into second tunnel before first is capped
- Moved first cap further along cart path
- Unclipped top of small building on second and added cover
- Added shutter door on front of building containing red's first spawn
- Moved ramp on third and third cap point further along cart path
- Removed part of wall on third
- Added another small wall on third to block sightline opened up by previous change
- Raised height of blu's final spawn to help prevent camping
- Removed rock outside final and replaced with building
- Reworked red's final spawn to help prevent camping
- Some more detailing

Download from TF2Maps
Screenshots Here

posted about 7 years ago
#11 pl_dawns_vigil in Map Discussion

Update to A11!

Changelog:
- Raised height of ceiling in cave to fix being able to see through the displacements while taunting (thanks MarioFan)
- Changed sniper spot on C to make snipers more visible
- Changed placement of resupply cabinet in red's final spawn
- General bug fixes
- A bit more detailing!

Download from TF2Maps

posted about 8 years ago
#10 pl_dawns_vigil in Map Discussion

Update to A10A!

Changelog:
- Added alternate door to blu's first forward spawn
- Changed some geometry around A (not game-play changing)
- Detailed hut in the first courtyard
- Added some signage around B for blu

Download from TF2Maps

posted about 8 years ago
#9 pl_dawns_vigil in Map Discussion

Update to A10!

Changelog:
- Added flank for blu to help gain control of the hill on B
- Added platform on A to help blu secure area

Download from TF2Maps

posted about 8 years ago
#8 pl_dawns_vigil in Map Discussion

Update to A9B!

Changelog:
- Put block bullets around rocks next to C (Thanks Luikuri)
- Changed health and ammo around B to give blu a bit more advantage
- Added a fence and moved ramp forward on B to help limit red's view of B from spawn
- Widened flank from tunnel to B to help out-range sentries put there
- Added more time after A and B cap

Download from TF2Maps

posted about 8 years ago
#7 pl_dawns_vigil in Map Discussion

Update to A9A!

Changelog:
- Added more signage
- Changed visibility of a wall in blu spawn
- Completed payload track

Download from TF2Maps

posted about 8 years ago
#6 pl_dawns_vigil in Map Discussion

Update to A9!

Changelog from A8:
- Increased Red's spawn time on 3rd and 4th
- Made sentry spots on last be easier to out-range
- Added gradient to black in final death pit
- Blocked sight line on last
- Added displacements
- Added some preliminary detailing
- Added more tracks to the cart path

Download from TF2Maps

posted about 8 years ago
#5 pl_dawns_vigil in Map Discussion

Update to A8!

Changelog:
- Decreased cart speed on rollback ramps
- Added more signs
- Decreased red's spawn time on 3rd and last
- Decreased time added after each capture
- Raised spot on last
- Added displacements on cliffside of last
- Added window to 3rd
- Added red dev textures to help with player direction

Download from TF2Maps

Screenshots Here

posted about 8 years ago
#3 pl_dawns_vigil in Map Discussion

I've posted it in both, but thanks for the advice.

posted about 8 years ago
#1 pl_dawns_vigil in Map Discussion

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Note: This map has been updated and renamed to pl_vigil. The new thread is available here.
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Hi all!

Over the past few months I've been working on this single stage 4 point payload map, with the first release being made in the TF2Maps 72 Hour Winter Jam. I've iterated a few times since then, and now am looking for some feedback from the competitive community. Currently the map is still in alpha, however I hope to get it into beta if I get good feedback about it.

Download from TF2Maps

Screenshots Here

posted about 8 years ago
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