Team Fortress 2

Team Fortress 2

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Industrial (beta)
   
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4 ago 2015, ore 19:44
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Industrial (beta)

Descrizione
koth_Industrial is a koth map with an indoor industrial theme and unique mechanics, such as the uberdoor (A spawn door that prevents spawncamping) rafters, unique sniper battlements, and elements borrowed from Viaduct, Turbine, and Lakeside.
Future plans include added detail/props, lazer hazards and player-accessable airducts, and lighting. This is my first map, so any feedback/ suggestions are appreciated very much!
Here is the V2 with lighting and detail
http://steamcommunity.com/sharedfiles/filedetails/?id=497544489
11 commenti
GAMEkid2012@schools.mi.k6.edu  [autore] 9 ago 2015, ore 8:26 
Clam, I have a V2 on the way with lighting and better graphics.
radarhead 7 ago 2015, ore 11:41 
You should never release a fullbright map. If any server plays it, all maps afterward will also be fullbright, even if they had lighting. Always light your map responsibly!
GAMEkid2012@schools.mi.k6.edu  [autore] 5 ago 2015, ore 4:26 
Conga, I actaually spent quite a bit of time working on the sightlines, so that you could shoot other snipers on the battlements without having an unfair view of the point.
GAMEkid2012@schools.mi.k6.edu  [autore] 5 ago 2015, ore 4:24 
Spook, I just want feedback on how the map plays; I know it looks crap.
yurinator557 5 ago 2015, ore 0:46 
well, it could do with some work, but i's not bad.
Conga Lyne 4 ago 2015, ore 21:15 
For respawn you could use addcond 51 instead of 5, it's like uber but only visible when you take damage.
Also some areas feel rather open, look out for those sightlines
GAMEkid2012@schools.mi.k6.edu  [autore] 4 ago 2015, ore 20:17 
It's the layout and gameplay that matter at this point in time
GAMEkid2012@schools.mi.k6.edu  [autore] 4 ago 2015, ore 20:17 
It's in beta, I still need to add detail and revisions
Hussar 4 ago 2015, ore 20:13 
it looks rather basic, i think you should add in a few more things to be honest.
Karatedude 4 ago 2015, ore 20:12 
10/10 IGN