Maps
overview of cp_frontline stage 1
I made a little overview picture of the first stage of cp_frontline_a1.
TF2 custom map cp_frontline_a1 released
This is now the first release of my attack/defend map cp_frontline. Currently it only consists of one stage with two capture points. In the final release there will be three stages.
Many parts are still not very detailed and need some work. Feel free to report any bugs, issues and suggestions.
You can download it here.
A few new rusty TF2 models for frontline
Here are some new models i made in the last couple of days. The big cannons are going to add a bit more eye candy to the skyline. The other models will give the bunker buildings more details and color.
New wip screens of cp_frontline stage one
Here are some screenshots of my progress on frontline.
I now changed the environment a bit more to the gravelpit style. i think it fits quite well to the world war 2 theme being a bit more dirty and dusky. i also changed the wood color of my models to fit more in.
with some more detailing, adjusted lightning and added items this first part is finished for the first alpha.
The layout of the second part of that stage is done and blocked out. i’m also going to add a simple 3d skybox in the first release so the water blends nice into the skybox.
TF2 model – barbed wire fence
The past few days i had some time to work on cp_frontline again. I also made this new model of a barbed wire fence:
TF2 map cp_redfort_b3 released
Changes:
-changed the whole Theme to the new one
-reworked the area around the fort
-changed some items and capture times
-added a new path to the top, to the last cp
-fixed some bugs, added some clip brushes and some other small changes.
You can download the map in the maps section.
cp_redfort with the new theme of the sniper/spy update
just for fun i used the new theme of the sniper/spy update on my map cp_redfort.
it turned out better than i thought. i really like contrast between the indoor and outdoor areas. but i think i’ll stay with the old theme for now.
here is a screen from the current version for comparison:
optimising cp_redfort
Because the last capture point on redfort is currently hard to capture, there will be an additional way up to the top in the next version. you can see it in the front on the picture (you can climb up the boxes to the roof). If the attacking team is controlling the area inside the fort they can approach the last capture point through the three upper exits.
There will also be some changes to the capture times and other small fixes and additions.
restart stage one cp_frontline
I wasn’t quite satisfied with the current layout of stage one, so i just started a new one. Here is a small wip screen. You can see the spawn room of the attacking team on the right. the first capture point will be behind the left bunkers.
cp_redfort_b1 released
I updated cp_redfort, now beta 1.
I added signs and new textures to make it easier to find the way to the right cps. also added messages to the HUD to inform the player about the new ways into the fort after capturing a cp. i also tried to improve performance, but since it’s a very open map optimizing isn’t really easy. that’s also why i havn’t added much more detail to the map in this version.
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