Beta 15 is now live! Thanks for all the feedback so far everyone :D
https://tf2maps.net/downloads/synthetic.5573/download?version=14374
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SteamID64 | 76561198031530139 |
SteamID3 | [U:1:71264411] |
SteamID32 | STEAM_0:1:35632205 |
Country | United States |
Signed Up | June 22, 2018 |
Last Posted | November 25, 2019 at 12:36 AM |
Posts | 34 (0 per day) |
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Beta 15 is now live! Thanks for all the feedback so far everyone :D
https://tf2maps.net/downloads/synthetic.5573/download?version=14374
Beater*snip*
Thanks for the feedback. I'll see about making the tunnels more visually distinct but couldn't you just say Blue Tunnel or Red Tunnel for an easy call out?
Updated to Beta 14
You can read the changelog or watch this vid to see what's new
Synthetic is a King of the hill map with asymmetrical detailing and 2nd place winner of the Meet your Map competitive mapping competition. The map has been designed from the ground up for competitive play taking inspirations from multiple comp maps such as product, arctic, and coalplant.
"Release Candidate 5 change-log"
-detailing
-clipping fixes
-moved silo to create a covered path into garage area
-redid upper hut by mid to change around sight lines
-added opaque windows that change when the point is capped
-added metal panels to block a sight line on the upper bridges by mid
*Release Candidate 4 change-log*
-moved doors to garage at mid
-lowered indoor garage area beside the point to make sniping from one garage to the other less powerful
-edited underground flank to fit the new garage layout
-fixed some lighting issues
-fixed some clipping issues
-detailing
-blocked more sniper sightlines that let him cover both exits from the opposing teams 1st transitional building by standing at the top of the stairs from the tunnel flank.
-Switched which window is open and closed for the upper room at mid
-removed barrel props to get up to upper room at mid and replaced it with a more substantial structure
-fixed some block bullet issues
-reopened lower path through 2nd transitional building
*Release Candidate 3 change-log*
-changed geometry around mid to open it up more and give more interesting high ground in an attempt to make the point stronger
-changed indoor mid side areas (nicknamed garage) to be less advantageous in an attempt to make players want to be on point instead of in those areas to hold mid
-minor detail changes
-edited environmental lighting
-changed skybox clouds to use func_rotating now that it's working in game
*Release Candidate 2 change-log*
-clipping fixes
-detail changes
-lighting improvements
-moved signs at mid to help flow while still giving cover
*Release Candidate 1 change-log*
-detail pass
-lighting pass
-clipping pass
*Beta 31 change-log*
-clipped some edges and closed off that odd spot on top of the barrels under the big pipes by mid
-changed detailing to use more uniform details on blu side as well as try to make it feel more farm like
-slightly changed lighting to help with shadows
-edited displacements to lower the amount of flower sprites throughout the map so it's not so ridiculous looking
*Beta 29 change-log*
-on the suggestion of some people, I've changed the ground texture to something that'll make the buildings "pop" a bit more. Not 100% sure about it but we'll see how people like it
-lighting changes to fit new ground texture
-detailing around the map and 3d skybox
-fixed z-fighting issues
-clipping fixes
*Beta 28 change-log*
-changed light bulb props on walls on red side
-moved capture point sight at mid to try and create some more cover in that area
-lengthened ramp on pipe at upper mid area
*Beta 27 change-log*
-detailing
-optimization
-lighting overpass to try and make things less grey
-changed grates at mid point
-other stuff I don't remember but changed.
*Beta 25 change-log*
-changed upper area by point to stop a wicked nasty sightline
-added occluders to try and optimize the map
-detailing
*Beta 24 change-log*
-changed right path out of first transitional building to try to make it more useful
-detailing
-attempts at optimization (though probably didn't work cause I have no idea what I'm doing
-fixed explosions going through grate at mid, checked it too so it's good
-moved health and ammo by 1st transitional building
-changed sun angle and brighten the inside of some buildings to make things easier to see
-it's a small world after all
*Beta 23 change-log*
-attempted to make the point a stronger area
-shortened stairs to lower room in order to give the point more visability
-changed jump path to upper areas by point to remove heavy head glitch area
-added grates at point so players can see into the underground tunnels
-moved around walls and doors on side paths at mid to lessen how powerful it is while blocking cheeky sightlines
-removed barrel clusters on the side of the 2nd transitional building to make that area feel less cluttered
-fixed the bug causing a stupidly large file size
*Beta 22 change-log*
-removed some barrels from mid to try and up it's fps
-edited skybox to remove uneven areas around mid and 2nd transitional buildings
-other optimization
-editing some detailing and sharpened shadows around the map to make it look all nice n pretty n stuff
-changed respawn times for capping mid. The team who is defending mid now has a 10 sec respawn while attackers have a 4 sec respawn. This will hopefully lead to some better back and forth with the point.
-fixed clipping issues throughout the map
-fixed windows to sniper roof on the 2nd traditional buildings not being mirrored correctly
-Big thanks to Beater for hosting a competitive test for the last version
-Fixed long windows on 2nd transitional building on red side being clipped when they where supposed to be open (also thought about combining the windows together but didn't like the result)
*Beta 21 change-log*
-changed mid to not be so cramped
-moved around stairs to lower mid flank
-changed side buildings by point in an attempt to change attacker and defender dynamic
-reopened room by mid in 2nd transitional building
*Beta 20 change-log*
-compiled with clip brushes TURN ON FOR REAL THIS TIME!
-added cover to mid
-changed inside of mid side buildings
-detailing
-optimization attempts
-the dev brushes are on purpose cause idk if I'll keep that area in the 2nd transitional building closed. Will only know with testing
*Beta 19 change-log*
-changed that drop down thing in the 1st transitional building again so it's not ugly and dump, should also help with optimization now
-closed window at upper mid area so it can now only be shot through instead of walked through
-added some cover to fix odd sentry spot in buildings by mid point
-closed in bottom path of 2nd transitional building as to get rid of some dead space and funnel players towards health and ammo pack locations, this should also help with optimization
-moved around health and ammo packs to be more focused around the open areas by the 2nd transitional building
-minor detailing
-replaced pipes at mid with more modular models so I can rotate them and make them look more natural
-a bit of optimization
-redid lighting across the map to try and make things less grey and dull
-fixed light bleed by red spawn
-other this and that things
-improved some clipping
*Beta 18 change-log*
-changed upper mid area to be smaller so it's less useful to defenders while still being useful to attackers
-detailing
-added ramp to railing in first transitional building in replace of arrow sign that was there a while ago
-pushed back area under railing and ramp in 1st transitonal building (both this and the last update are done in order to restore cover to that area that was lost when the arrow sign was removed while making player routes through that area smoother)
-some other things I don't remember, what am I a computer?
-some displacement work to fit the changed mid area
Download: https://tf2maps.net/downloads/synthetic.5573/download?version=18156
TF2maps thread: https://tf2maps.net/downloads/synthetic.5573/