Upvote Upvoted 24 Downvote Downvoted
1 2
cp_harbour (5cp)
1
#1
21 Frags +

Screenshots:

https://dl.dropboxusercontent.com/u/3332789/TF2/lyra/ss/4/cp_harbour_a160000.jpg

https://dl.dropboxusercontent.com/u/3332789/TF2/lyra/ss/4/cp_harbour_a160001.jpg

https://dl.dropbox.com/u/3332789/TF2/lyra/ss/4/2013-03-10_00004.jpg

https://dl.dropbox.com/u/3332789/TF2/lyra/ss/4/2013-03-10_00006.jpg

https://dl.dropboxusercontent.com/u/3332789/TF2/lyra/ss/4/cp_harbour_a160002.jpg

https://dl.dropbox.com/u/3332789/TF2/lyra/ss/4/2013-03-10_00009.jpg

https://dl.dropboxusercontent.com/u/3332789/TF2/lyra/ss/4/cp_harbour_a160003.jpg

https://dl.dropboxusercontent.com/u/3332789/TF2/lyra/ss/4/cp_harbour_a160004.jpg

Latest version: https://dl.dropbox.com/u/3332789/TF2/lyra/cp_harbour_a16.bsp.bz2

I haven't really had much opportunity to get comp feedback aside from that a few of my comp buddies gave me, and some pugs that were run on much earlier version of the map, so I'm hoping that throwing it here will get me a bit more feedback for how this works out in comp.

Screenshots:

[img]https://dl.dropboxusercontent.com/u/3332789/TF2/lyra/ss/4/cp_harbour_a160000.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/3332789/TF2/lyra/ss/4/cp_harbour_a160001.jpg[/img]
[img]https://dl.dropbox.com/u/3332789/TF2/lyra/ss/4/2013-03-10_00004.jpg[/img]
[img]https://dl.dropbox.com/u/3332789/TF2/lyra/ss/4/2013-03-10_00006.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/3332789/TF2/lyra/ss/4/cp_harbour_a160002.jpg[/img]
[img]https://dl.dropbox.com/u/3332789/TF2/lyra/ss/4/2013-03-10_00009.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/3332789/TF2/lyra/ss/4/cp_harbour_a160003.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/3332789/TF2/lyra/ss/4/cp_harbour_a160004.jpg[/img]

Latest version: https://dl.dropbox.com/u/3332789/TF2/lyra/cp_harbour_a16.bsp.bz2

I haven't really had much opportunity to get comp feedback aside from that a few of my comp buddies gave me, and some pugs that were run on much earlier version of the map, so I'm hoping that throwing it here will get me a bit more feedback for how this works out in comp.
2
#2
4 Frags +

http://steamcommunity.com/groups/tf2newmaps
I'll upload it to the server so we can play it on friday

http://steamcommunity.com/groups/tf2newmaps
I'll upload it to the server so we can play it on friday
3
#3
0 Frags +

Thanks <3

Thanks <3
4
#4
-14 Frags +

its not badlands

its not badlands
5
#5
1 Frags +

Looks nice.

Looks nice.
6
#6
3 Frags +

reminds me of a tfc map

reminds me of a tfc map
7
#7
18 Frags +

Heres a demo rollout you can use.

http://www.youtube.com/watch?v=q0AINREpsO8&feature=youtu.be

Heres a demo rollout you can use.

[youtube]http://www.youtube.com/watch?v=q0AINREpsO8&feature=youtu.be[/youtube]
8
#8
3 Frags +

http://steamcommunity.com/sharedfiles/filedetails/?id=131900929

http://steamcommunity.com/sharedfiles/filedetails/?id=131901158

http://steamcommunity.com/sharedfiles/filedetails/?id=131832422

http://steamcommunity.com/sharedfiles/filedetails/?id=131900929

http://steamcommunity.com/sharedfiles/filedetails/?id=131901158

http://steamcommunity.com/sharedfiles/filedetails/?id=131832422
9
#9
1 Frags +
Jayhttp://steamcommunity.com/sharedfiles/filedetails/?id=131900929

http://steamcommunity.com/sharedfiles/filedetails/?id=131901158

http://steamcommunity.com/sharedfiles/filedetails/?id=131832422

Oops, thanks for catching that, fixing now.

E: Should be fixed now, new version here

https://dl.dropbox.com/u/3332789/TF2/lyra/cp_harbour_a14b.bsp.bz2

[quote=Jay]http://steamcommunity.com/sharedfiles/filedetails/?id=131900929

http://steamcommunity.com/sharedfiles/filedetails/?id=131901158

http://steamcommunity.com/sharedfiles/filedetails/?id=131832422[/quote]

Oops, thanks for catching that, fixing now.

E: Should be fixed now, new version here

https://dl.dropbox.com/u/3332789/TF2/lyra/cp_harbour_a14b.bsp.bz2
10
#10
1 Frags +

i have an awkward feeling about the cap point over water thing, wonder how it's going to work out

i have an awkward feeling about the cap point over water thing, wonder how it's going to work out
11
#11
2 Frags +

Updated this to a14c

Placed some new powerups around 2nd and altered spawn times when 2/4 is owned by offense.
Small alterations to second
Added a shed attached to the barn at 2nd replacing the platform that was there previously.

https://dl.dropbox.com/u/3332789/TF2/lyra/cp_harbour_a14c.bsp.bz2

Updated this to a14c

Placed some new powerups around 2nd and altered spawn times when 2/4 is owned by offense.
Small alterations to second
Added a shed attached to the barn at 2nd replacing the platform that was there previously.

https://dl.dropbox.com/u/3332789/TF2/lyra/cp_harbour_a14c.bsp.bz2
12
#12
0 Frags +

If that first picture is last then it seems like ashville and badlands had a baby. Other than that this is a nice map.

If that first picture is last then it seems like ashville and badlands had a baby. Other than that this is a nice map.
13
#13
4 Frags +

I haven't played this map at all, but it's really aesthetically pleasing, I love the look of it.

I haven't played this map at all, but it's really aesthetically pleasing, I love the look of it.
14
#14
3 Frags +
aimIf that first picture is last then it seems like ashville and badlands had a baby. Other than that this is a nice map.

Yeah, first pic is last. Is it looking like that a bad thing?

Lights_I haven't played this map at all, but it's really aesthetically pleasing, I love the look of it.

Hopefully it plays just as well!

[quote=aim]If that first picture is last then it seems like ashville and badlands had a baby. Other than that this is a nice map.[/quote]

Yeah, first pic is last. Is it looking like that a bad thing?

[quote=Lights_]I haven't played this map at all, but it's really aesthetically pleasing, I love the look of it.[/quote]

Hopefully it plays just as well!
15
#15
cp_sunshine, cp_cardinal
2 Frags +

I can personally attest that this map is really fun. I'm not *too* sure how it would play in competitive play but I think it will do pretty well.

Good luck with any potential tests, and I'll be here watching as this map progresses.
Let's hope it goes somewhere good!

I can personally attest that this map is really fun. I'm not *too* sure how it would play in competitive play but I think it will do pretty well.

Good luck with any potential tests, and I'll be here watching as this map progresses.
Let's hope it goes somewhere good!
16
#16
-3 Frags +

i was hoping this was a remake of a cod1 map

i was hoping this was a remake of a cod1 map
17
#17
7 Frags +

Played an inhouse pug with this map, guess I could say a few things about it,

I never really enjoyed water being in maps, but I guess that goes with its name "harbour". There might have been a reason the water was taken away from old gullywash, same could apply here (maybe just take that whole water flank route out of the map?).
The last is really small and cluster fucked
Overall the map is really big, the spawn from mid to 2nd (when you're controlling 2nd, pushing into last) is a really long walk and you can't contest it if the other team is trying to cap.

Some areas of the map have these annoying stairs that don't register rockets(kind of like the stairs in lakeside),literally lost a medic pick because of that.

Played an inhouse pug with this map, guess I could say a few things about it,

I never really enjoyed water being in maps, but I guess that goes with its name "harbour". There might have been a reason the water was taken away from old gullywash, same could apply here (maybe just take that whole water flank route out of the map?).
The last is really small and cluster fucked
Overall the map is really big, the spawn from mid to 2nd (when you're controlling 2nd, pushing into last) is a really long walk and you can't contest it if the other team is trying to cap.

Some areas of the map have these annoying stairs that don't register rockets(kind of like the stairs in lakeside),literally lost a medic pick because of that.
18
#18
3 Frags +
EdyI never really enjoyed water being in maps, but I guess that goes with its name "harbour". There might have been a reason the water was taken away from old gullywash, same could apply here (maybe just take that whole water flank route out of the map?).

If I had to guess why the water was removed from gullywash, I'd say it was because the area it was in never really had a reason for it to be there in the first place since it wasn't really integral to the design of the area, and was more of an arbitrary I'll put water just for fun.

Right now the only thing that is stopping second from just being a point in a generic, mostly flat area is the water, so I'd need reasons beyond just not liking water before I seal it off.

EdyThe last is really small and cluster fucked

I think I have some idea why it feels that way, but can you elaborate further?

Also y/n

https://dl.dropbox.com/u/3332789/TF2/lyra/ss/biggerlast.jpg

EdyOverall the map is really big, the spawn from mid to 2nd (when you're controlling 2nd, pushing into last) is a really long walk and you can't contest it if the other team is trying to cap.

Yeah, I've gotten a lot of complaints about third spawn, and I agree, mid was the first point I designed on here, and has definitely proved to be the weakest, so I'm probably going to redesign it entirely when I get a chance because it's simple, boring, and too big right now.

EdySome areas of the map have these annoying stairs that don't register rockets(kind of like the stairs in lakeside),literally lost a medic pick because of that.

I think I know what might be causing this, I'll try to fix it later.

Thanks for the feedback!

e: also if you have a demo of the match it'd be greatly appreciated

[quote=Edy]
I never really enjoyed water being in maps, but I guess that goes with its name "harbour". There might have been a reason the water was taken away from old gullywash, same could apply here (maybe just take that whole water flank route out of the map?).[/quote]

If I had to guess why the water was removed from gullywash, I'd say it was because the area it was in never really had a reason for it to be there in the first place since it wasn't really integral to the design of the area, and was more of an arbitrary I'll put water just for fun.

Right now the only thing that is stopping second from just being a point in a generic, mostly flat area is the water, so I'd need reasons beyond just not liking water before I seal it off.

[quote=Edy]
The last is really small and cluster fucked
[/quote]

I think I have some idea why it feels that way, but can you elaborate further?

Also y/n

[img]https://dl.dropbox.com/u/3332789/TF2/lyra/ss/biggerlast.jpg[/img]

[quote=Edy]
Overall the map is really big, the spawn from mid to 2nd (when you're controlling 2nd, pushing into last) is a really long walk and you can't contest it if the other team is trying to cap.[/quote]

Yeah, I've gotten a lot of complaints about third spawn, and I agree, mid was the first point I designed on here, and has definitely proved to be the weakest, so I'm probably going to redesign it entirely when I get a chance because it's simple, boring, and too big right now.

[quote=Edy]
Some areas of the map have these annoying stairs that don't register rockets(kind of like the stairs in lakeside),literally lost a medic pick because of that.[/quote]

I think I know what might be causing this, I'll try to fix it later.

Thanks for the feedback!

e: also if you have a demo of the match it'd be greatly appreciated
19
#19
cp_sunshine, cp_cardinal
2 Frags +

http://forums.tf2maps.net/showthread.php?t=20749

This could be a contributing factor towards your un-registering stairs.
The Source engine calculates blast damage in an odd way and it's unavoidable in certain circumstances. You'll have to take that into account when designing your stairs (that's why a lot of maps, like Process for sure, use flat ramps instead of stairs to register rockets more efficiently).

http://forums.tf2maps.net/showthread.php?t=20749

This could be a contributing factor towards your un-registering stairs.
The Source engine calculates blast damage in an odd way and it's unavoidable in certain circumstances. You'll have to take that into account when designing your stairs (that's why a lot of maps, like Process for sure, use flat ramps instead of stairs to register rockets more efficiently).
20
#20
1 Frags +
SelenticIf I had to guess why the water was removed from gullywash, I'd say it was because the area it was in never really had a reason for it to be there in the first place since it wasn't really integral to the design of the area, and was more of an arbitrary I'll put water just for fun.

Right now the only thing that is stopping second from just being a point in a generic, mostly flat area is the water, so I'd need reasons beyond just not liking water before I seal it off.

I just feel like whatever big maps have water (freight, well) makes the water even more unnecessary because the map is already big so its already going to be a slow paced game. The water helps maps being slow paced and makes for a bad map, imo.

SelenticI think I have some idea why it feels that way, but can you elaborate further?

Also y/n

*snip*

Well in badlands for example, the last on that map and this map are pretty similar sizes but on badlands the point has the side walls around it so the map isn't that clustered around the point. So far the last on harbour makes it so whoever does spawn can easily spam onto the point and it'll completely stop anyone from capping because of the amazing high ground you get as the defender.

SelenticYeah, I've gotten a lot of complaints about third spawn, and I agree, mid was the first point I designed on here, and has definitely proved to be the weakest, so I'm probably going to redesign it entirely when I get a chance because it's simple, boring, and too big right now.

I think if you fix the spawns on mid it could be a decent map but as far as the mid itself plays out its way to big. And one thing I could add onto the mid is the two big block walls on the mid point itself - Soldiers seem to jump onto there and spam on the combo, maybe make it so the mid is kind of like snakewater mid where scouts could actually jump onto that block and counter the soldiers.

Selentice: also if you have a demo of the match it'd be greatly appreciated

I'll try looking for it

EDIT: found it, http://www.mediafire.com/?5dxvwr98zrdzoxd
played pocket

[quote=Selentic]If I had to guess why the water was removed from gullywash, I'd say it was because the area it was in never really had a reason for it to be there in the first place since it wasn't really integral to the design of the area, and was more of an arbitrary I'll put water just for fun.

Right now the only thing that is stopping second from just being a point in a generic, mostly flat area is the water, so I'd need reasons beyond just not liking water before I seal it off.[/quote]

I just feel like whatever big maps have water (freight, well) makes the water even more unnecessary because the map is already big so its already going to be a slow paced game. The water helps maps being slow paced and makes for a bad map, imo.

[quote=Selentic]I think I have some idea why it feels that way, but can you elaborate further?

Also y/n

*snip*[/quote]

Well in badlands for example, the last on that map and this map are pretty similar sizes but on badlands the point has the side walls around it so the map isn't that clustered around the point. So far the last on harbour makes it so whoever does spawn can easily spam onto the point and it'll completely stop anyone from capping because of the amazing high ground you get as the defender.

[quote=Selentic]Yeah, I've gotten a lot of complaints about third spawn, and I agree, mid was the first point I designed on here, and has definitely proved to be the weakest, so I'm probably going to redesign it entirely when I get a chance because it's simple, boring, and too big right now.[/quote]

I think if you fix the spawns on mid it could be a decent map but as far as the mid itself plays out its way to big. And one thing I could add onto the mid is the two big block walls on the mid point itself - Soldiers seem to jump onto there and spam on the combo, maybe make it so the mid is kind of like snakewater mid where scouts could actually jump onto that block and counter the soldiers.


[quote=Selentic]e: also if you have a demo of the match it'd be greatly appreciated[/quote]

I'll try looking for it

EDIT: found it, http://www.mediafire.com/?5dxvwr98zrdzoxd
played pocket
21
#21
1 Frags +
Phihttp://forums.tf2maps.net/showthread.php?t=20749

This could be a contributing factor towards your un-registering stairs.
The Source engine calculates blast damage in an odd way and it's unavoidable in certain circumstances. You'll have to take that into account when designing your stairs (that's why a lot of maps, like Process for sure, use flat ramps instead of stairs to register rockets more efficiently).

ty qt <3

EdyI just feel like whatever big maps have water (freight, well) makes the water even more unnecessary because the map is already big so its already going to be a slow paced game. The water helps maps being slow paced and makes for a bad map, imo.

I dunno, from what I've seen so far the area is rarely used, and its impact is pretty minimal, usually only entered when people get pushed in, either way, I'm gonna leave it in for now and focus on bigger issues, and then consider changing it later on when I don't have as much other stuff to worry about.

EdyWell in badlands for example, the last on that map and this map are pretty similar sizes but on badlands the point has the side walls around it so the map isn't that clustered around the point. So far the last on harbour makes it so whoever does spawn can easily spam onto the point and it'll completely stop anyone from capping because of the amazing high ground you get as the defender.

I have no idea how this did not occur to me, anyway, gonna try something like this to solve that.

https://dl.dropbox.com/u/3332789/TF2/lyra/ss/spawnrailing.jpg

EdyI think if you fix the spawns on mid it could be a decent map but as far as the mid itself plays out its way to big. And one thing I could add onto the mid is the two big block walls on the mid point itself - Soldiers seem to jump onto there and spam on the combo, maybe make it so the mid is kind of like snakewater mid where scouts could actually jump onto that block and counter the soldiers.

Yeah, I'm just gonna design a new mid, the entire area has just been vastly inferior to the other two points for a while now and I can't think of any way to salvage it.

Also irrelevant at this point, but scouts can get up on the boxes via the rusted building's roof, but it's an unintuitive and out of the way path.

EdyEDIT: found it, http://www.mediafire.com/?5dxvwr98zrdzoxd
played pocket

Excellent, thanks, this is all really helpful. Also gonna see what I can do about cutting out most of the useless space on second too.

[quote=Phi]http://forums.tf2maps.net/showthread.php?t=20749

This could be a contributing factor towards your un-registering stairs.
The Source engine calculates blast damage in an odd way and it's unavoidable in certain circumstances. You'll have to take that into account when designing your stairs (that's why a lot of maps, like Process for sure, use flat ramps instead of stairs to register rockets more efficiently).[/quote]

ty qt <3

[quote=Edy]
I just feel like whatever big maps have water (freight, well) makes the water even more unnecessary because the map is already big so its already going to be a slow paced game. The water helps maps being slow paced and makes for a bad map, imo.
[/quote]

I dunno, from what I've seen so far the area is rarely used, and its impact is pretty minimal, usually only entered when people get pushed in, either way, I'm gonna leave it in for now and focus on bigger issues, and then consider changing it later on when I don't have as much other stuff to worry about.

[quote=Edy]
Well in badlands for example, the last on that map and this map are pretty similar sizes but on badlands the point has the side walls around it so the map isn't that clustered around the point. So far the last on harbour makes it so whoever does spawn can easily spam onto the point and it'll completely stop anyone from capping because of the amazing high ground you get as the defender.[/quote]

I have no idea how this did not occur to me, anyway, gonna try something like this to solve that.

[img]https://dl.dropbox.com/u/3332789/TF2/lyra/ss/spawnrailing.jpg[/img]

[quote=Edy]
I think if you fix the spawns on mid it could be a decent map but as far as the mid itself plays out its way to big. And one thing I could add onto the mid is the two big block walls on the mid point itself - Soldiers seem to jump onto there and spam on the combo, maybe make it so the mid is kind of like snakewater mid where scouts could actually jump onto that block and counter the soldiers.[/quote]

Yeah, I'm just gonna design a new mid, the entire area has just been vastly inferior to the other two points for a while now and I can't think of any way to salvage it.

Also irrelevant at this point, but scouts can get up on the boxes via the rusted building's roof, but it's an unintuitive and out of the way path.

[quote=Edy]
EDIT: found it, http://www.mediafire.com/?5dxvwr98zrdzoxd
played pocket[/quote]

Excellent, thanks, this is all really helpful. Also gonna see what I can do about cutting out most of the useless space on second too.
22
#22
0 Frags +

I think having both entrances to mid be able to be seen from one spot rather close would make pushing in a bit difficult

http://cloud-2.steampowered.com/ugc/884103185095750510/A421F0B5C3F70E11DBE6AD3F1EC2E08065560E86/

considering that if they pushed in, flank would be very easy to damage by the combo where as the defending teams flank could sit near forward spawn and chase anyone who tries to come in.
Overall I think the map has a lot of chokes that are a lot easier to spam than on other maps even pushing into second from mid would be difficult.
I see a lot of people saying this is a big map but I think that is only the mid, the rest of it seems rather cramped.

I think having both entrances to mid be able to be seen from one spot rather close would make pushing in a bit difficult
[img]http://cloud-2.steampowered.com/ugc/884103185095750510/A421F0B5C3F70E11DBE6AD3F1EC2E08065560E86/[/img]
considering that if they pushed in, flank would be very easy to damage by the combo where as the defending teams flank could sit near forward spawn and chase anyone who tries to come in.
Overall I think the map has a lot of chokes that are a lot easier to spam than on other maps even pushing into second from mid would be difficult.
I see a lot of people saying this is a big map but I think that is only the mid, the rest of it seems rather cramped.
23
#23
0 Frags +

This map looks very asthetically pleasing! I can't wait to play this in the future!

This map looks very asthetically pleasing! I can't wait to play this in the future!
24
#24
1 Frags +

Updated to a15c

Added barriers at last spawn covering the point
Deleted the wall at last covering the bottom path
Cut a lot of useless space out of 2nd
New middle point
Most surfaces should react properly to splash damage now

https://dl.dropbox.com/u/3332789/TF2/lyra/cp_harbour_a15c.bsp.bz2

Updated to a15c

Added barriers at last spawn covering the point
Deleted the wall at last covering the bottom path
Cut a lot of useless space out of 2nd
New middle point
Most surfaces should react properly to splash damage now

https://dl.dropbox.com/u/3332789/TF2/lyra/cp_harbour_a15c.bsp.bz2
25
#25
1 Frags +

I didn't truly enjoy the latest version until I played the previous ones - interesting map and it is improving.

I didn't truly enjoy the latest version until I played the previous ones - interesting map and it is improving.
26
#26
2 Frags +

Updated to a16

Moved first spawn doors back and removed barricades on last (thanks burton)
Opened up second a little more, since it got a bit too tight from the last changes
Another remade mid lol

New screenshots and download in first post.

Also the vpk update for tf2 hits soon, and I already converted it, so this will be the last version until the editor is fixed. (hopefully a few weeks)

Updated to a16

Moved first spawn doors back and removed barricades on last (thanks burton)
Opened up second a little more, since it got a bit too tight from the last changes
[i]Another[/i] remade mid lol

New screenshots and download in first post.

Also the vpk update for tf2 hits soon, and I already converted it, so this will be the last version until the editor is fixed. (hopefully a few weeks)
27
#27
cp_sunshine, cp_cardinal
7 Frags +

as tf2m is no longer a prospect for me, I feel like I need to take it upon myself to publicize this here

I have taken ownership of this map and have been updating it off tftv for awhile now. (Don't worry - cp_sunshine_rc6 is still due to be released fairly soon.) I have taken the liberty of pushing it into beta, redesigning a large portion of the map, and generally fixing issues and problems with it.

So, without further ado,

cp_harbour_b1a

Download HERE: https://dl.dropboxusercontent.com/u/84556731/HARBOUR/cp_harbour_b1a.bsp.bz2

SCREENSHOTS:

https://dl.dropboxusercontent.com/u/84556731/HARBOUR/2015-03-20_00005.jpg

https://dl.dropboxusercontent.com/u/84556731/HARBOUR/2015-03-20_00006.jpg

https://dl.dropboxusercontent.com/u/84556731/HARBOUR/2015-03-20_00007.jpg

https://dl.dropboxusercontent.com/u/84556731/HARBOUR/2015-03-20_00008.jpg

http://forums.tf2maps.net/geek/gars/images/1/3/2/6/4/2013-04-05_00002.jpg

http://forums.tf2maps.net/geek/gars/images/1/3/2/6/4/cp_harbour_a160001.jpg

as tf2m is no longer a prospect for me, I feel like I need to take it upon myself to publicize this here

I have taken ownership of this map and have been updating it off tftv for awhile now. (Don't worry - cp_sunshine_rc6 is still due to be released fairly soon.) I have taken the liberty of pushing it into beta, redesigning a large portion of the map, and generally fixing issues and problems with it.

So, without further ado,

[b]cp_harbour_b1a[/b]

Download HERE: https://dl.dropboxusercontent.com/u/84556731/HARBOUR/cp_harbour_b1a.bsp.bz2

SCREENSHOTS:
[IMG]https://dl.dropboxusercontent.com/u/84556731/HARBOUR/2015-03-20_00005.jpg[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/84556731/HARBOUR/2015-03-20_00006.jpg[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/84556731/HARBOUR/2015-03-20_00007.jpg[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/84556731/HARBOUR/2015-03-20_00008.jpg[/IMG]
[img]http://forums.tf2maps.net/geek/gars/images/1/3/2/6/4/2013-04-05_00002.jpg[/img]
[img]http://forums.tf2maps.net/geek/gars/images/1/3/2/6/4/cp_harbour_a160001.jpg[/img]
28
#28
cp_sunshine, cp_cardinal
6 Frags +

I have another map I have been working on for awhile, as well. I might end up posting that on the forums too because just... tf2m isn't worth mapping for anymore. Comp is the only thing that interests me at the moment.

Map tests and those types of things would be really nice to boot back up but I'm not sure exactly what we would do with it. Currently the new map pool is feeling very empty and I don't know what we would do even if we /did/ boot them back up. There don't seem to be very many new maps.

I have another map I have been working on for awhile, as well. I might end up posting that on the forums too because just... tf2m isn't worth mapping for anymore. Comp is the only thing that interests me at the moment.

Map tests and those types of things would be really nice to boot back up but I'm not sure exactly what we would do with it. Currently the new map pool is feeling very empty and I don't know what we would do even if we /did/ boot them back up. There don't seem to be very many new maps.
29
#29
2 Frags +

Awesome work Phi, cant wait to see it in the future. Always cool to have more maps. The only issue right now is testing.

Awesome work Phi, cant wait to see it in the future. Always cool to have more maps. The only issue right now is testing.
30
#30
cp_sunshine, cp_cardinal
2 Frags +
kounterpartsAwesome work Phi, cant wait to see it in the future. Always cool to have more maps. The only issue right now is testing.

That's the BIG one. If anyone wants to work on setting up some sort of new map pugs again just hit me up, I have a lot of free time for that now that I'm not working with tf2m anymore.

[quote=kounterparts]Awesome work Phi, cant wait to see it in the future. Always cool to have more maps. The only issue right now is testing.[/quote]

That's the BIG one. If anyone wants to work on setting up some sort of new map pugs again just hit me up, I have a lot of free time for that now that I'm not working with tf2m anymore.
1 2
Please sign in through STEAM to post a comment.