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cp_windfall
1
#1
refresh.tf
0 Frags +

cp_windfall
Current version: a7
Download link: https://www.dropbox.com/s/70d1urqq3yb3phd/cp_windfall_a7.zip?dl=0

Past versions: a1, a2fix,a3a, a4, a5,
a6

This map is intended for competitive 6v6 play. I tried to do some detailing (for personal practice) even though it is merely an alpha map. So far out of all the versions (see below) I have spent probably way more than 450 hours in total. Got inspiration from several maps but in this version I focused on my own thing a lot more.

Story of windfall v1.2
RED and BLU both cheaply acquired half of an island, which coincidentally has a large amount of natural resources. Without the other side knowing, they bought half of the island each. When they found out who the other half belonged to, they hired mercenaries to seize the industrial operations of the entire island. [I am a bad writer]

Story of the mapping of windfall
This is the spiritual successor of my previous (maps) waterworks, which was completely reworked about 7 times. The eighth time I completely reworked it, I felt like the name should be more unique in order to distinguish it from maps like glassworks and metalworks.

Any feedback is apperciated! However, major layout changes and fixing unintentional game-breaking bugs is my first priority! When I come close to a beta version I will stop making big changes, and also ramp up the detailing, lighting and optimization.

Screenshots (a5-a7):
Link to imgur album

Rollout guide (a5-a7):
Link to youtube video

Workshop

TF2Maps Thread (Updated)

[b]cp_windfall[/b]
Current version: [i][u]a7[/u][/i]
Download link: https://www.dropbox.com/s/70d1urqq3yb3phd/cp_windfall_a7.zip?dl=0

Past versions: [url=https://www.dropbox.com/s/oi7rdwm4b8oj54g/cp_windfall_a1.bsp?dl=0]a1[/url], [url=https://www.dropbox.com/s/7ld09g4209vflqk/cp_windfall_a2fix.zip?dl=0]a2fix[/url],[url=https://www.dropbox.com/s/b6h6io7n52u4tbw/cp_windfall_a3a.zip?dl=0]a3a[/url], [url=https://www.dropbox.com/s/g082ll5q2cp17ds/cp_windfall_a4.zip?dl=0]a4[/url], [url=https://www.dropbox.com/s/aadohngxsigxdwl/cp_windfall_a5.zip?dl=0]a5[/url],
[url=https://www.dropbox.com/s/0gv56uxwd73vw54/cp_windfall_a6.zip?dl=0]a6[/url]

This map is intended for competitive 6v6 play. I tried to do some detailing (for personal practice) even though it is merely an alpha map. So far out of all the versions (see below) I have spent probably way more than 450 hours in total. Got inspiration from several maps but in this version I focused on my own thing a lot more.

[i]Story of windfall v1.2[/i]
RED and BLU both cheaply acquired half of an island, which coincidentally has a large amount of natural resources. Without the other side knowing, they bought half of the island each. When they found out who the other half belonged to, they hired mercenaries to seize the industrial operations of the entire island. [I am a bad writer]

[i]Story of the mapping of windfall[/i]
This is the spiritual successor of my previous (maps) waterworks, which was completely reworked about 7 times. The eighth time I completely reworked it, I felt like the name should be more unique in order to distinguish it from maps like glassworks and metalworks.

Any feedback is apperciated! However, major layout changes and fixing unintentional game-breaking bugs is my first priority! When I come close to a beta version I will stop making big changes, and also ramp up the detailing, lighting and optimization.

[i][b]Screenshots (a5-a7):[/b][/i]
[url=https://imgur.com/a/30DsyGj]Link to imgur album[/url]

[i][b]Rollout guide (a5-a7):[/b][/i]
[url=https://www.youtube.com/watch?v=xM7exJ0-nc4]Link to youtube video[/url]

[url=https://steamcommunity.com/sharedfiles/filedetails/?id=1821006997]Workshop[/url]

[url=https://tf2maps.net/downloads/cp_windfall.2523/]TF2Maps Thread (Updated)[/url]
2
#2
-22 Frags +

You've like combined elements of sunshine, badlands and granary in that mid.
Also why do u need a story lol

You've like combined elements of sunshine, badlands and granary in that mid.
Also why do u need a story lol
3
#3
refresh.tf
14 Frags +
wtzYou've like combined elements of sunshine, badlands and granary in that mid.

It's still very different from any of those
edit: the only thing I took from granary was a prop, and from badlands a prop with wood on it, doesn't really qualify imo

wtzAlso why do u need a story lol

i'm bored and wanted to write something lol! xD random
also: "Simple Definition of windfall
: an unexpected amount of money that you get as a gift, prize, etc."

[quote=wtz]You've like combined elements of sunshine, badlands and granary in that mid.[/quote]
It's still very different from any of those
edit: the only thing I took from granary was a prop, and from badlands a prop with wood on it, doesn't really qualify imo
[quote=wtz]Also why do u need a story lol[/quote]
i'm bored and wanted to write something lol! xD random
also: "Simple Definition of windfall
: an unexpected amount of money that you get as a gift, prize, etc."
4
#4
-7 Frags +

Try to make sure it doesn't murder fps like sunshine

Try to make sure it doesn't murder fps like sunshine
5
#5
10 Frags +
wtzAlso why do u need a story lol

Most TF2 maps have some sort of little "lore" behind them to attribute to the map's theme. It's pretty cool imo and gives community maps like this that extra little charm.

[quote=wtz]Also why do u need a story lol[/quote]
Most TF2 maps have some sort of little "lore" behind them to attribute to the map's theme. It's pretty cool imo and gives community maps like this that extra little charm.
6
#6
12 Frags +
ShpeeismeTry to make sure it doesn't murder fps like sunshine

If Sunshine murders your fps, get a new computer jesus christ. I get like 5 less fps (from 144) when playing Sunshine over other maps.

[quote=Shpeeisme]Try to make sure it doesn't murder fps like sunshine[/quote]
If Sunshine murders your fps, get a new computer jesus christ. I get like 5 less fps (from 144) when playing Sunshine over other maps.
7
#7
6 Frags +

I don't think the red area would flow well and it just seems out of place or unfinished. Maybe make it a lot smaller or combine the two buildings.

https://i.gyazo.com/2d3709a9a133cba19c9087f9ef93f8a8.jpg

I don't think the red area would flow well and it just seems out of place or unfinished. Maybe make it a lot smaller or combine the two buildings.
[img]https://i.gyazo.com/2d3709a9a133cba19c9087f9ef93f8a8.jpg[/img]
8
#8
refresh.tf
-1 Frags +
Kond3PI don't think the red area would flow well and it just seems out of place or unfinished. Maybe make it a lot smaller or combine the two buildings.
https://i.gyazo.com/2d3709a9a133cba19c9087f9ef93f8a8.jpg

Hmm... maybe. I'll look more into it

[Fun Fact] That flank actually used to be a lot larger. At the inception of the map the exit was next to the red crate on 2nd, and the entrance was next to the blu crates on mid.

[quote=Kond3P]I don't think the red area would flow well and it just seems out of place or unfinished. Maybe make it a lot smaller or combine the two buildings.
[img]https://i.gyazo.com/2d3709a9a133cba19c9087f9ef93f8a8.jpg[/img][/quote]
Hmm... maybe. I'll look more into it

[Fun Fact] That flank actually used to be a lot larger. At the inception of the map the exit was next to the red crate on 2nd, and the entrance was next to the blu crates on mid.
9
#9
6 Frags +

Never tell your password to anyone.
15:59 - unusualhat67: yo im too lazy for a tftv post detailing everything
15:59 - unusualhat67: but i ran around your map
15:59 - unusualhat67: found 1-2 things
16:00 - unusualhat67: http://puu.sh/qI4cH/beec17b9ab.jpg
16:00 - unusualhat67: this sightline goes abit far imo
16:00 - unusualhat67: cause you dont see the sniper really when you enter lobby
16:00 - unusualhat67: http://puu.sh/qI43b/0e57cfc032.jpg
16:00 - unusualhat67: http://puu.sh/qI478/35a4ddfe06.jpg
16:00 - unusualhat67: this whole area, especially the first pic feels very disconnected and a pain in the ass to check
16:00 - unusualhat67: youd have to have someone run through there who would likely commit to a 1v1
16:01 - unusualhat67: also second feels very big with that left side (second pic)
16:01 - unusualhat67: http://puu.sh/qI3Zb/885bd116e9.jpg
16:01 - unusualhat67: this window is a bit very seethrough at least for me
16:01 - unusualhat67: i tried to jump through once
16:01 - unusualhat67: http://puu.sh/qI3Y3/e9247f602a.jpg
16:01 - unusualhat67: this pillar seems weird idk why it just does
16:02 - unusualhat67: https://puu.sh/qI3UD/9ed8b0388b.jpg
16:02 - unusualhat67: since you cant walk in there but shoot in there this just seems like a splashtrash
16:02 - unusualhat67: otherwise it looks pretty nice
17:54 - collAIM: Can you copypaste this into the thread
17:54 - collAIM: that way I have all feedback in one place
17:55 - collAIM: and don't need to save this conversation

Never tell your password to anyone.
15:59 - unusualhat67: yo im too lazy for a tftv post detailing everything
15:59 - unusualhat67: but i ran around your map
15:59 - unusualhat67: found 1-2 things
16:00 - unusualhat67: http://puu.sh/qI4cH/beec17b9ab.jpg
16:00 - unusualhat67: this sightline goes abit far imo
16:00 - unusualhat67: cause you dont see the sniper really when you enter lobby
16:00 - unusualhat67: http://puu.sh/qI43b/0e57cfc032.jpg
16:00 - unusualhat67: http://puu.sh/qI478/35a4ddfe06.jpg
16:00 - unusualhat67: this whole area, especially the first pic feels very disconnected and a pain in the ass to check
16:00 - unusualhat67: youd have to have someone run through there who would likely commit to a 1v1
16:01 - unusualhat67: also second feels very big with that left side (second pic)
16:01 - unusualhat67: http://puu.sh/qI3Zb/885bd116e9.jpg
16:01 - unusualhat67: this window is a bit very seethrough at least for me
16:01 - unusualhat67: i tried to jump through once
16:01 - unusualhat67: http://puu.sh/qI3Y3/e9247f602a.jpg
16:01 - unusualhat67: this pillar seems weird idk why it just does
16:02 - unusualhat67: https://puu.sh/qI3UD/9ed8b0388b.jpg
16:02 - unusualhat67: since you cant walk in there but shoot in there this just seems like a splashtrash
16:02 - unusualhat67: otherwise it looks pretty nice
17:54 - collAIM: Can you copypaste this into the thread
17:54 - collAIM: that way I have all feedback in one place
17:55 - collAIM: and don't need to save this conversation
10
#10
8 Frags +

this map is insanely large, most areas on the map could be scaled down by 25-50%

this map is insanely large, most areas on the map could be scaled down by 25-50%
11
#11
refresh.tf
4 Frags +

cp_windfall
Current version: a2fix
Download link: https://www.dropbox.com/s/7ld09g4209vflqk/cp_windfall_a2fix.zip?dl=0

Changelog: a1 to a2
- Resized and reworked the middle
- Resized and reworked the flank close to choke
- Resized and reworked the second point
- Reworked the lobby area between last and second to make it easier to clear, as well as denying sniper sightlines
- Made the "main flank" entrance to mid split in two & added shutter in the choke direction
- Added a shutter door on right side of last (from defenders perspective)
- Removed the dropdown on last and reworked it into an entrance on left side
- Moved ammo and health around
- Clipped/blockbulleted props/brushes etc
- Resized/Moved stuff
- Lots of more stuff to discover


Personal comment:

With these changes middle should feel less like a clusterfuck. It might be straight forward. Lighting and optimization are still not properly set up yet, but the basics are there and it is playable. I'm still very much in the feedback period of mapping. This version also has more dev textures than the last, but that's because I couldn't be arsed with it this time.

Screenshots in OP!

EDIT: I played around on my map with bots and I'm gonna try to fix/improve areas that are very awkward to fight in.

[b]cp_windfall[/b]
Current version: [u][i]a2fix[/i][/u]
Download link: https://www.dropbox.com/s/7ld09g4209vflqk/cp_windfall_a2fix.zip?dl=0

[u]Changelog: a1 to a2[/u]
- Resized and reworked the middle
- Resized and reworked the flank close to choke
- Resized and reworked the second point
- Reworked the lobby area between last and second to make it easier to clear, as well as denying sniper sightlines
- Made the "main flank" entrance to mid split in two & added shutter in the choke direction
- Added a shutter door on right side of last (from defenders perspective)
- Removed the dropdown on last and reworked it into an entrance on left side
- Moved ammo and health around
- Clipped/blockbulleted props/brushes etc
- Resized/Moved stuff
- Lots of more stuff to discover

[b]
Personal comment: [/b]
[i]With these changes middle should feel less like a clusterfuck. It might be straight forward. Lighting and optimization are still not properly set up yet, but the basics are there and it is playable. I'm still very much in the feedback period of mapping. This version also has more dev textures than the last, but that's because I couldn't be arsed with it this time.[/i]

Screenshots in OP!



EDIT: I played around on my map with bots and I'm gonna try to fix/improve areas that are very awkward to fight in.
12
#12
refresh.tf
4 Frags +

cp_windfall
Current version: a3a
Download link: https://www.dropbox.com/s/b6h6io7n52u4tbw/cp_windfall_a3a.zip?dl=0

Changelog: a2 to a3
- Made 2nd more open
- Added a window in lobby to make backcaps easier to spot
- Added a lot of textures & details
- Adjusted cap times and spawn times
- Lots of more stuff to discover

Personal comment:
I'm personally very happy with a large portion of the map. Very late in development of a3 I got lots of interesting ideas. As version a3 was pretty much already 98% finished I'll release this first, and then keep working on a4. Feedback is still more than welcome though. Also, just because there are textures doesn't mean I won't change the map!

Screenshots in OP!

EDIT: Fixed some minor bugs in a3a

[b]cp_windfall[/b]
Current version: [i][u]a3a[/u][/i]
Download link: https://www.dropbox.com/s/b6h6io7n52u4tbw/cp_windfall_a3a.zip?dl=0

[u]Changelog: a2 to a3[/u]
- Made 2nd more open
- Added a window in lobby to make backcaps easier to spot
- Added a lot of textures & details
- Adjusted cap times and spawn times
- Lots of more stuff to discover

[b]Personal comment:[/b]
[i]I'm personally very happy with a large portion of the map. Very late in development of a3 I got lots of interesting ideas. As version a3 was pretty much already 98% finished I'll release this first, and then keep working on a4. Feedback is still more than welcome though. Also, just because there are textures doesn't mean I won't change the map![/i]

Screenshots in OP!

EDIT: Fixed some minor bugs in a3a
13
#13
1 Frags +

theres a position in spawn where you can't buff your demo at the start of the round
https://i.imgur.com/qg4lCfg.jpg
2nd seems to be very soldier-centric, it should have more options for medic, also its a bit misleading to have that "tunnel" route on 2nd in the front when its actually slower and not really that useful in any situation other than hiding

theres a position in spawn where you can't buff your demo at the start of the round
https://i.imgur.com/qg4lCfg.jpg
2nd seems to be very soldier-centric, it should have more options for medic, also its a bit misleading to have that "tunnel" route on 2nd in the front when its actually slower and not really that useful in any situation other than hiding
14
#14
refresh.tf
1 Frags +

cp_windfall
Current version: a4
Download link: https://www.dropbox.com/s/g082ll5q2cp17ds/cp_windfall_a4.zip?dl=0

Changelog: a3a to a4
- Added a ramp in choke in order to allow for jumps into mid and second.
- Moved the rock in choke - It's also smaller
- Removed the containers in mid and replaced them with a smaller hut, to prevent the narrow pathways next to the point.
- Reverted cap times and spawn times to "default". I don't feel confident in setting them to a proper value yet.
- Replaced the huts on last with interesting highground next to the point, and a fence to combat the sniper sightlines
- The eight primary spawn points are now on the bottom lobby floor.
- Lots of more stuff to discover

Personal comment:
I think I should do playtesting before making any new changes as I am fairly confident that it's at least playable in it's current state. I never got around to updating this map earlier due to real life, prolands, team and other things. What I'm currently considering is: Changing the lobby layout, which can include a path to grass going through what's now the forward spawn, removing the cliffs in choke due to being annoying in general, and modifying the spawn to ease rollouts

Screenshots in OP!

[b]cp_windfall[/b]
Current version: [i][u]a4[/u][/i]
Download link: https://www.dropbox.com/s/g082ll5q2cp17ds/cp_windfall_a4.zip?dl=0

[u]Changelog: a3a to a4[/u]
- Added a ramp in choke in order to allow for jumps into mid and second.
- Moved the rock in choke - It's also smaller
- Removed the containers in mid and replaced them with a smaller hut, to prevent the narrow pathways next to the point.
- Reverted cap times and spawn times to "default". I don't feel confident in setting them to a proper value yet.
- Replaced the huts on last with interesting highground next to the point, and a fence to combat the sniper sightlines
- The eight primary spawn points are now on the bottom lobby floor.
- Lots of more stuff to discover

[b]Personal comment:[/b]
[i]I think I should do playtesting before making any new changes as I am fairly confident that it's at least playable in it's current state. I never got around to updating this map earlier due to real life, prolands, team and other things. What I'm currently considering is: Changing the lobby layout, which can include a path to grass going through what's now the forward spawn, removing the cliffs in choke due to being annoying in general, and modifying the spawn to ease rollouts[/i]

Screenshots in OP!
15
#15
refresh.tf
1 Frags +

Trying to make a dblmix on it, msg me on steam!

Trying to make a dblmix on it, msg me on steam!
16
#16
refresh.tf
0 Frags +

cp_windfall
Current version: a5
Download link: https://www.dropbox.com/s/aadohngxsigxdwl/cp_windfall_a5.zip?dl=0

Changelog: a4 to a5

GENERAL:
Changed a lot of textures all around the map.
Added capture zone indicators for people with fps configs.

MID:
Changed one small ammo to large on mid
Removed all the double boxes from mid
Moved the small health kit, it’s now next to the ammo on the concrete.
Delete the awning and gas tank close to mid, due to serving no purpose.
Reduced the size of the hut
Deleted some of the small useless areas in an effort to make mid a bit smaller
Shifted geometry slightly on mid
The paths on each side of the mid are now a bit tighter
Made the ramp next to the shutter a bit wider.

HOUSE FLANK:
Replaced the small kit with a large kit.
Moved this area closer to the mid
Changed the geometry inside
Lowered the floor inside, this prevented a sniping angle into second
Deleted one exit to choke & the other one is a bit larger

CHOKE:
Deleted the catwalk.
The choke is now about 128 units closer to mid
Modified displacements

SECOND:
Replaced the cliffs with a set of walls
Deleted a crate
Added another small health kit on second
Add another path towards the control point
Fixes splash going through metal around the health kit
Modified displacements on second to give attackers less of a height disadvantage
Added another ramp up towards point from the floor
Removed most of the roof above the “under” area on second, it’s now more like a trench
Deleted the hut on grass
Added a small connecting platform between top of the “IT” area and a part of 2nd
Removed a chunk of lobby and expanded second inside
To conpensate for the larger second point, I made some changes to a lot of geometry
Moved forward spawn due to removing chunk of the lobby house

IT FLANK:
Added blockbullets on some places

LOBBY:
Deleted one of the lower entrances to last
Changed the lobby area and split it in two: Split it in two: Top and bottom. (Inspired by snake)
Combine the two main entrances to second.
Made lobby shorter overall.
Added a small health kit to lobby, and a small ammokit

LAST:
Made the spawn three leveled and symmetrical. Leaving the right door should be less garbage during last holds.
Added some protection to allow for some rotates behind the point.
Added a lot of geometry on last to prevent OP sniper sightlines on left.
Removed the logs on point, replaced them with a slightly raised concrete block.
Modified the new highground: It’s a bit smaller and the sightlines are different. The gap is smaller as well.

Personal comment:
This shit took a shitton of time I wanna die.

Screenshots: https://imgur.com/a/30DsyGj!

[b]cp_windfall[/b]
Current version: [i][u]a5[/u][/i]
Download link: https://www.dropbox.com/s/aadohngxsigxdwl/cp_windfall_a5.zip?dl=0

[u]Changelog: a4 to a5[/u]

GENERAL:
Changed a lot of textures all around the map.
Added capture zone indicators for people with fps configs.

MID:
Changed one small ammo to large on mid
Removed all the double boxes from mid
Moved the small health kit, it’s now next to the ammo on the concrete.
Delete the awning and gas tank close to mid, due to serving no purpose.
Reduced the size of the hut
Deleted some of the small useless areas in an effort to make mid a bit smaller
Shifted geometry slightly on mid
The paths on each side of the mid are now a bit tighter
Made the ramp next to the shutter a bit wider.

HOUSE FLANK:
Replaced the small kit with a large kit.
Moved this area closer to the mid
Changed the geometry inside
Lowered the floor inside, this prevented a sniping angle into second
Deleted one exit to choke & the other one is a bit larger

CHOKE:
Deleted the catwalk.
The choke is now about 128 units closer to mid
Modified displacements

SECOND:
Replaced the cliffs with a set of walls
Deleted a crate
Added another small health kit on second
Add another path towards the control point
Fixes splash going through metal around the health kit
Modified displacements on second to give attackers less of a height disadvantage
Added another ramp up towards point from the floor
Removed most of the roof above the “under” area on second, it’s now more like a trench
Deleted the hut on grass
Added a small connecting platform between top of the “IT” area and a part of 2nd
Removed a chunk of lobby and expanded second inside
To conpensate for the larger second point, I made some changes to a lot of geometry
Moved forward spawn due to removing chunk of the lobby house

IT FLANK:
Added blockbullets on some places

LOBBY:
Deleted one of the lower entrances to last
Changed the lobby area and split it in two: Split it in two: Top and bottom. (Inspired by snake)
Combine the two main entrances to second.
Made lobby shorter overall.
Added a small health kit to lobby, and a small ammokit

LAST:
Made the spawn three leveled and symmetrical. Leaving the right door should be less garbage during last holds.
Added some protection to allow for some rotates behind the point.
Added a lot of geometry on last to prevent OP sniper sightlines on left.
Removed the logs on point, replaced them with a slightly raised concrete block.
Modified the new highground: It’s a bit smaller and the sightlines are different. The gap is smaller as well.

[b]Personal comment:[/b]
[i]This shit took a shitton of time I wanna die.[/i]

Screenshots: https://imgur.com/a/30DsyGj!
17
#17
0 Frags +
CollaidePersonal comment:
This shit took a shitton of time I wanna die.

Right in the feels

I'll take a peek at this later.

[quote=Collaide]
[b]Personal comment:[/b]
[i]This shit took a shitton of time I wanna die.[/i]
[/quote]

Right in the feels

I'll take a peek at this later.
18
#18
refresh.tf
0 Frags +

cp_windfall
Current version: a6
Download link: https://www.dropbox.com/s/0gv56uxwd73vw54/cp_windfall_a6.zip?dl=0

Changelog: a5 to a6

GENERAL:
Replaced shutter prefabs with my own: You can no longer stand on them.

BALANCE:
Fixed the stupid spawn times.

Personal comment:
Procrastinate gang, gang gang. No screenshots, it's practically the same as a5.

[b]cp_windfall[/b]
Current version: [i][u]a6[/u][/i]
Download link: https://www.dropbox.com/s/0gv56uxwd73vw54/cp_windfall_a6.zip?dl=0

[u]Changelog: a5 to a6[/u]

GENERAL:
Replaced shutter prefabs with my own: You can no longer stand on them.

BALANCE:
Fixed the stupid spawn times.

[b]Personal comment:[/b]
[i]Procrastinate gang, gang gang. No screenshots, it's practically the same as a5.[/i]
19
#19
refresh.tf
0 Frags +

cp_windfall
Current version: a7
Download link: https://www.dropbox.com/s/70d1urqq3yb3phd/cp_windfall_a7.zip?dl=0

Changelog: a6 to a7

CHOKE:
Choke is a tiny bit higher.
Made it easier to realize you can't shoot above the metal beam

BUG FIX:
Fixed the game-breaking shutter door bug on last.

Personal comment:
Hopefully these this version has no gamebreaking bugs. I'm aware that the roofs on mid and last may be hard to realize which of them you can't stand on, but I'll work on that for the beta version. You just have to test it for now.

Rollout guide:
https://www.youtube.com/watch?v=xM7exJ0-nc4

[b]cp_windfall[/b]
Current version: [i][u]a7[/u][/i]
Download link: https://www.dropbox.com/s/70d1urqq3yb3phd/cp_windfall_a7.zip?dl=0

[u]Changelog: a6 to a7[/u]

CHOKE:
Choke is a tiny bit higher.
Made it easier to realize you can't shoot above the metal beam

BUG FIX:
Fixed the game-breaking shutter door bug on last.

[b]Personal comment:[/b]
[i]Hopefully these this version has no gamebreaking bugs. I'm aware that the roofs on mid and last may be hard to realize which of them you can't stand on, but I'll work on that for the beta version. You just have to test it for now.[/i]

Rollout guide:
https://www.youtube.com/watch?v=xM7exJ0-nc4
20
#20
refresh.tf
0 Frags +

trying to mix on it rn! add me

critique I've gotten and that I'm gonna try to change:
- Stupid S shape rooms (from above) in lobby
- A lot of clutter on mid, feels horrible walking in some places
- Unclear which roofs you can stand on, I will try to make it more obvious
- removing some geometry on second to make it simpler and more elegant instead of relying on too much fencing
- Clutter on last needs to go
- Ramp in choke should be easier to get the slide on, from 2nd to mid,

Basically clutter

trying to mix on it rn! add me

critique I've gotten and that I'm gonna try to change:
- Stupid S shape rooms (from above) in lobby
- A lot of clutter on mid, feels horrible walking in some places
- Unclear which roofs you can stand on, I will try to make it more obvious
- removing some geometry on second to make it simpler and more elegant instead of relying on too much fencing
- Clutter on last needs to go
- Ramp in choke should be easier to get the slide on, from 2nd to mid,

Basically clutter
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