
New pl maps
Re: New pl maps
The votes from TF2maps.net looks like this at the moment:


Re: New pl maps
Our ratings on Vipers Den is showing it to be the worse. Community Rocks!
- Fester
- Posts: 6514
- Joined: Thu Mar 13, 2008 6:47 pm
- What is 3hirty p1us 4orty?: 4
- Location: Right Here!
- Contact:
Re: New pl maps
Mmmm going to be interesting to see what our server rates them against tf2maps.net..
- vonklinkerhoffen
- Posts: 313
- Joined: Mon Jul 14, 2008 3:48 pm
- Location: Belgica
Re: New pl maps
Looks more a contest to create the biggest map !
U need engineers on both teams, mostly for teles.
I miss the size of db_heights, badwater, goldrush.
Guess they glued all stages together in one map :p
U need engineers on both teams, mostly for teles.
I miss the size of db_heights, badwater, goldrush.
Guess they glued all stages together in one map :p
...


Re: New pl maps
Do you think removing the arch is better or worse?
It should increase your fps, and I think it looks better.
What do you think?

It should increase your fps, and I think it looks better.
What do you think?

- dintbo(aka bosco)
- Site Admin
- Posts: 2656
- Joined: Sat May 17, 2008 3:02 am
- Location: the land of strawberries and knackers
Re: New pl maps
RC1 should be done soon 
Fixed in Release candidate 1:
- Intro screenshots added
- The pit at the end is now a repository; rather than an empty square hole
- Added another building at the last cap
- Added more clientside physics props
- Fixed some more fade distances
- Fixed a place near the last cap in which you could get stuck
- Fixed a few places where the cart would get stuck when rolling backwards
- Changed a few textures to better fit the map
- Some fade distances fixed
- Moved red's last spawn to a better location
- Added a building at the last cap
- Improved the explosion
- Added an ammopack in the lower level before the last cap to help blue get some teleporters up
- Reduced the power on alot of displacements
- Removed the arch
- Removed a piece of the wooden wall at the last cap
- Added a small ammopack in the building at cap 2 near the one-way gate
- Compiled with HDR

Fixed in Release candidate 1:
- Intro screenshots added
- The pit at the end is now a repository; rather than an empty square hole
- Added another building at the last cap
- Added more clientside physics props
- Fixed some more fade distances
- Fixed a place near the last cap in which you could get stuck
- Fixed a few places where the cart would get stuck when rolling backwards
- Changed a few textures to better fit the map
- Some fade distances fixed
- Moved red's last spawn to a better location
- Added a building at the last cap
- Improved the explosion
- Added an ammopack in the lower level before the last cap to help blue get some teleporters up
- Reduced the power on alot of displacements
- Removed the arch
- Removed a piece of the wooden wall at the last cap
- Added a small ammopack in the building at cap 2 near the one-way gate
- Compiled with HDR
Re: New pl maps
Excellent Acegikmo. Don't know if you've noticed but we've been running Map Ratings for a little while: http://www.festersplace.com/web/map-ratings" onclick="window.open(this.href);return false; 
