Upvote Upvoted 35 Downvote Downvoted
pl_mesaworks
1
#1
0 Frags +

Hello everyone, i would like to share to you with my map, it's called "Eclipse".

Welcome to the Eclipse!

"Eclipse" - is a large single-stage Payload map with a varied style and gameplay, themes set in the industrial desert of the 20th century, consisting of 4 points..

Plot:
Red team has aquired a huge supply of electricity, becoming the leading source of nuclear and solar energy. Blue team's feeling a bit jealous... (well, mainly because they do not have such a cool POWER STATION!) so they decide the best course of action is to destroy everything. Red team must defend their power station at all cost, and they must do it quickly, because the eclipse is coming!

(I do apologize for my bad English, it's not my native language, so sorry for that.)

Download, Threads & images:
TF2maps.net
Gamebanana
Steam Workshop

Current vesion:
RC3

Changelog:

Rc3: 01-06-2020 (114 build):

- Changed name of the map from "Eclipse" to "Mesaworks";
- Added an additional 3rd exit from respawn for the blue team in the initial stage of the game;
- Added an additional flank for the blue team for a better breakthrough of the capture point at the A-stage;
- Added an additional flank at stage B, in the form of a platform near the waterfall;
- Added an additional flank near point D to reduce the strong dominance of the red team at this stage;
- Added an additional flank to the final stage for the blue team;
- Re-balancing all the lighting on the whole map;
- Slightly improved optimization in various parts of the map;
- Changed the number, position, size of first-aid kits and ammo boxes throughout the map;
- The possible stuck of the red team in the second respawn after capturing point C has been fixed, now after capturing of the control point the players will teleport to another respawn;
- Reduced the number of assets in the gameplay area, the gameplay's feels now less cramped;
- Reduced the total number of objects on the entire map;
- Slightly reduced the time of the revival of the red team in the final stage;
- Rebalancing of covers;
- Moved the resupply lockers of the red team on the first respawn;
- Reducing the chance of a server crashing by reducing the replicated objects;
- Removed various opening doors at A stage;
- Removed fake doors "no passage";
- The gates for the red team are now open by default, after capturing the blue team points a, the gates are closed.
- Removed one-way doors in the house near the waterfall;
- Removed the extra collision on some assets;
- Improved player clipping on the entire map;
- Removed the collision on the railing and windows;
- Fixed and improved cosmetic changes;
- Decreased volume in some sound sources;
- Fixed players getting stuck in pull out pointers;
- Various other improvements.

[i][b]Hello everyone, i would like to share to you with my map, it's called "Eclipse".[/b][/i]

[b]Welcome to the Eclipse![/b]

"Eclipse" - is a large single-stage Payload map with a varied style and gameplay, themes set in the industrial desert of the 20th century, consisting of 4 points..

Plot:
Red team has aquired a huge supply of electricity, becoming the leading source of nuclear and solar energy. Blue team's feeling a bit jealous... (well, mainly because they do not have such a cool POWER STATION!) so they decide the best course of action is to destroy everything. Red team must defend their power station at all cost, and they must do it quickly, because the eclipse is coming!

[i](I do apologize for my bad English, it's not my native language, so sorry for that.)[/i]

[b]Download, Threads & images:[/b]
[url=http://tf2maps.net/resources/eclipse.269/]TF2maps.net[/url]
[url=http://tf2.gamebanana.com/maps/187522]Gamebanana[/url]
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=1961498216]Steam Workshop[/url]

[b]Current vesion:[/b]
[i]RC3[/i]

[b]Changelog[/b]:

Rc3: 01-06-2020 (114 build):

- Changed name of the map from "Eclipse" to "Mesaworks";
- Added an additional 3rd exit from respawn for the blue team in the initial stage of the game;
- Added an additional flank for the blue team for a better breakthrough of the capture point at the A-stage;
- Added an additional flank at stage B, in the form of a platform near the waterfall;
- Added an additional flank near point D to reduce the strong dominance of the red team at this stage;
- Added an additional flank to the final stage for the blue team;
- Re-balancing all the lighting on the whole map;
- Slightly improved optimization in various parts of the map;
- Changed the number, position, size of first-aid kits and ammo boxes throughout the map;
- The possible stuck of the red team in the second respawn after capturing point C has been fixed, now after capturing of the control point the players will teleport to another respawn;
- Reduced the number of assets in the gameplay area, the gameplay's feels now less cramped;
- Reduced the total number of objects on the entire map;
- Slightly reduced the time of the revival of the red team in the final stage;
- Rebalancing of covers;
- Moved the resupply lockers of the red team on the first respawn;
- Reducing the chance of a server crashing by reducing the replicated objects;
- Removed various opening doors at A stage;
- Removed fake doors "no passage";
- The gates for the red team are now open by default, after capturing the blue team points a, the gates are closed.
- Removed one-way doors in the house near the waterfall;
- Removed the extra collision on some assets;
- Improved player clipping on the entire map;
- Removed the collision on the railing and windows;
- Fixed and improved cosmetic changes;
- Decreased volume in some sound sources;
- Fixed players getting stuck in pull out pointers;
- Various other improvements.
2
#2
4 Frags +

A few things:
1) Fantastic name
2) Map looks gorgeous, reminds me of badwater/goldrush
3) Frame drops aren't that terrible considering the size and detail

Overall really solid work. How long did this take you?

A few things:
1) Fantastic name
2) Map looks gorgeous, reminds me of badwater/goldrush
3) Frame drops aren't that terrible considering the size and detail

Overall really solid work. How long did this take you?
3
#3
10 Frags +

looks very well detailed, one thing that I seemed to notice on a local server is that it gets darker with every cap, and the moon is slowly eclipsing the sun. very cool. are there any servers running this right now? might be wise to put it up on the workshop. it's somewhat laggy, but for how big it is I've seen worse.

looks very well detailed, one thing that I seemed to notice on a local server is that it gets darker with every cap, and the moon is slowly eclipsing the sun. very cool. are there any servers running this right now? might be wise to put it up on the workshop. it's somewhat laggy, but for how big it is I've seen worse.
4
#4
11 Frags +
Paladin_IMSput it up on the workshop
[quote=Paladin_IMS]put it up on the workshop[/quote]
5
#5
7 Frags +

I've never seen a map so aesthetically pleasing, I love it

I've never seen a map so aesthetically pleasing, I love it
6
#6
15 Frags +
yuiceA few things:
Overall really solid work. How long did this take you?

Hey, I started working on this in Jul 2014, оr ~1500-2000 hours.

[quote=yuice]A few things:
Overall really solid work. How long did this take you?[/quote]
Hey, I started working on this in Jul 2014, оr ~1500-2000 hours.
7
#7
5 Frags +

Looks much too visually noisy. Very pretty to look at, not so good for gameplay.
Love the level though, played it in it's early days and enjoyed it a lot, well done.

Looks much too visually noisy. Very pretty to look at, not so good for gameplay.
Love the level though, played it in it's early days and enjoyed it a lot, well done.
8
#8
2 Frags +

lovely to look at

lovely to look at
9
#9
3 Frags +

Map has been updated, nothing special, just small fixes.
Workshop link added.

Beta Hotfix
b1: 03-10-2015 (88 build - Hotfix):
- Fixed reflection (LDR & HDR);
- Fixed spawn stuck;
- Changed the number and location of ammunition and health kits;
- Changed the file size.

Map has been updated, nothing special, just small fixes.
Workshop link added.

Beta Hotfix
b1: 03-10-2015 (88 build - Hotfix):
- Fixed reflection (LDR & HDR);
- Fixed spawn stuck;
- Changed the number and location of ammunition and health kits;
- Changed the file size.
10
#10
4 Frags +

Beta 2 release! More information

b2: 12-10-2015 (92 build):

- Fixed crashes on 32 players servers;
- Added small flank on the last point;
- Better clipping in some areas;
- Fixed player stuck in some areas;
- Cosmetic changes and fixes;
- Fixed reflections on non-Nvidia GPU's.
- Some various fixes and changes.

Beta 2 release! [url=http://tf2maps.net/posts/345541/]More information[/url]

b2: 12-10-2015 (92 build):

- Fixed crashes on 32 players servers;
- Added small flank on the last point;
- Better clipping in some areas;
- Fixed player stuck in some areas;
- Cosmetic changes and fixes;
- Fixed reflections on non-Nvidia GPU's.
- Some various fixes and changes.
11
#11
5 Frags +

Rc2: 06-18-2016 (102 build):

- Minor gameplay changes and improvements;
- Changed the size of health kit (A-Stage);
- Lighting balanced;
- Better clipping;
- Better stability;
- Balanced Sentry spots;
- Other cosmetic changes and fixes.

Rc2: 06-18-2016 (102 build):

- Minor gameplay changes and improvements;
- Changed the size of health kit (A-Stage);
- Lighting balanced;
- Better clipping;
- Better stability;
- Balanced Sentry spots;
- Other cosmetic changes and fixes.
12
#12
2 Frags +

Rc3: 01-06-2020 (114 build):

- Changed name of the map from "Eclipse" to "Mesaworks";
- Added an additional 3rd exit from respawn for the blue team in the initial stage of the game;
- Added an additional flank for the blue team for a better breakthrough of the capture point at the A-stage;
- Added an additional flank at stage B, in the form of a platform near the waterfall;
- Added an additional flank near point D to reduce the strong dominance of the red team at this stage;
- Added an additional flank to the final stage for the blue team;
- Re-balancing all the lighting on the whole map;
- Slightly improved optimization in various parts of the map;
- Changed the number, position, size of first-aid kits and ammo boxes throughout the map;
- The possible stuck of the red team in the second respawn after capturing point C has been fixed, now after capturing of the control point the players will teleport to another respawn;
- Reduced the number of assets in the gameplay area, the gameplay's feels now less cramped;
- Reduced the total number of objects on the entire map;
- Slightly reduced the time of the revival of the red team in the final stage;
- Rebalancing of covers;
- Moved the resupply lockers of the red team on the first respawn;
- Reducing the chance of a server crashing by reducing the replicated objects;
- Removed various opening doors at A stage;
- Removed fake doors "no passage";
- The gates for the red team are now open by default, after capturing the blue team points a, the gates are closed.
- Removed one-way doors in the house near the waterfall:
- Removed the extra collision on some assets;
- Improved player clipping on the entire map;
- Removed the collision on the railing and windows;
- Fixed and improved cosmetic changes;
- Decreased volume in some sound sources;
- Fixed players getting stuck in pull out pointers;
- Various other improvements.


Rc3: 01-06-2020 (114 build):

- Changed name of the map from "Eclipse" to "Mesaworks";
- Added an additional 3rd exit from respawn for the blue team in the initial stage of the game;
- Added an additional flank for the blue team for a better breakthrough of the capture point at the A-stage;
- Added an additional flank at stage B, in the form of a platform near the waterfall;
- Added an additional flank near point D to reduce the strong dominance of the red team at this stage;
- Added an additional flank to the final stage for the blue team;
- Re-balancing all the lighting on the whole map;
- Slightly improved optimization in various parts of the map;
- Changed the number, position, size of first-aid kits and ammo boxes throughout the map;
- The possible stuck of the red team in the second respawn after capturing point C has been fixed, now after capturing of the control point the players will teleport to another respawn;
- Reduced the number of assets in the gameplay area, the gameplay's feels now less cramped;
- Reduced the total number of objects on the entire map;
- Slightly reduced the time of the revival of the red team in the final stage;
- Rebalancing of covers;
- Moved the resupply lockers of the red team on the first respawn;
- Reducing the chance of a server crashing by reducing the replicated objects;
- Removed various opening doors at A stage;
- Removed fake doors "no passage";
- The gates for the red team are now open by default, after capturing the blue team points a, the gates are closed.
- Removed one-way doors in the house near the waterfall:
- Removed the extra collision on some assets;
- Improved player clipping on the entire map;
- Removed the collision on the railing and windows;
- Fixed and improved cosmetic changes;
- Decreased volume in some sound sources;
- Fixed players getting stuck in pull out pointers;
- Various other improvements.

[url=https://tf2maps.net/downloads/mesaworks.269/update?update=22369][/url]
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=1961498216][/url]
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