-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.
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:
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.
I released a new version of my single-stage attack/defend map cp_redfort.
Changes in this Version:
-changed environment light
-added and changed some health and ammo packs
-fixed a bug of a spawn door of the attacking team
-added a new one-way door to the fort
-added a bit more detail to the map
-adjusted capture times
-some other small changes
This is a Screenshot of my next map for TF2. The map is a single stage attack/defend map with 4 capture points. With every capture point taken the way into and to the top of the fort gets easier for the attacking team. For example if the attacking team takes the first capture point in front of the fort the drawbridge gets lowered. The workingtitle of the map is currently cp_towerrush, but i think that wont be the name for the release. There is still lots of work to do but maybe the first alpha version is ready at the weekend.