Backlot/pl
< Backlot
“Ja to zbudowałem.” Ten artykuł zawiera informacje o niestandardowej mapie, która nie jest oficjalnie wydaną mapą dla Team Fortress 2. Wszystkie wydane przez Valve i społeczność mapy TF2 można znaleźć tutaj. |
Backlot | |
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Podstawowe informacje | |
Rodzaj mapy: | Arena |
Nazwa pliku: | arena_backlot_rc2
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Wersja: | Release Candidate 2 |
Dodano: | 8 marca 2011 |
Ostatnio zaktualizowana: | 6 lipca 2011 |
Autor(zy): | Joe "Fruity Snacks" Radak Kevin "Ravidge" Brook Aeon 'Void' Bollig Alex "Rexy" Matt Hoffman Mick "The Mick-a-nator" Deakin Guy "Gryoss" Ross Gavin "Equinoxo" Sawford Sebastian "Seba" Grus |
Link(i): | TF2Maps.net |
Informacje o mapie | |
Środowisko: | Budowa |
Sceneria: | Noc |
Znajdźki na mapie | |
Apteczki: | ×5 |
Skrzynki z amunicją: | ×4 |
Widok mapy | |
„ | Pracuj w dzień, walcz w nocy.
— Slogan Backlot
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” |
Backlot (angielski) jest stworzoną przez społeczność mapą w trybie Arena.Wykorzystuje zasoby z TF2Maps.net Construction Theme/pl. Unikalną cechą mapy jest to, że punkt nie opuszcza się przez jakiś czas, co sprawia, że gracze nie mogą go przejąć, dopóki pozostaje w górze.
Spis treści
Miejsca
- Pokoje odradzania: Oba punkty odrodzenia drużyny mają pojedyńcze wyjścia, które prowadzą na tyły placu budowy. Przy spawnach są schody prowadzące na rusztowanie placu budowy. Obok spawnów znajdują się małe apteczki i paczki z amunicją.
- Centralny Żuraw: Na środku mapy znajduje się dźwig utrzymujący Punkt kontrolny. Kiedy nadejdzie odpowiedni czas, dźwig opuszcza punkt na strefę przechwytywania, aktywując ją.
- Parking: Naprzeciwko obok miejsc odrodzenia znajduje się duży otwarty parking z dwoma ciężarówkami do osłony. Na końcu placu znajduje się pojedyńcza, mała apteczka.
- Teren budowy: Teren budowy graniczy ze strefą przechwytywania, z pokojami na parterze i rusztowaniami.
Galeria
Lista zmian
Lista zmian:
rc2
- Updated lighting
- Adjusted fade distances
- Broke up some brushes because I kept getting compile errors. Instead of the ground being mainly 6 brushes (maybe 10?) its now 20ish.
rc1 (confetti)
- some minor optimization stuff
- did some creative clipping/adjustment of signs to help Spies (and others) get around
b3: almost done (NO HDR CUBEMAPS)
- added occluders to aid optimization and -hopefully- increase FPS
- did some detailing
- adjusted skybox hills texture.
b2: riiight...
- Completely redid skybox detailing (happy?)
- Added to detailing on sides
- Optimized/adjusted some render distance/hopefully helped fps
- Added other minute details
- Aligned wood textures
- probably some other stuff I'm forgetting.
b1b:
- fixed clipping
BETA 1:
- after much deliberation with myself, I have added an alpine-doublecross-esque skybox.
- detailed spawn rooms
- clipped where I was told to
- clipped where I was not told to
- added a custom soundscape
- had a celebratory "Easy-Mac n' Cheese"
a11 — purely technical (small update)
- added spawn room doors
- made it now so you can't get up to the point
- other clipping fixes
- made it so that Sentry Gun's can't (shouldn't) fire through ibeam piles
a10 — god, what didn't I do?
- made the center look nicer/worked on its lighting
- metal piles on the side are now one way, but can be jumped up onto, also moved them close to the wall to prevent getting stuck
- removed clipping from the middle area around the point. You can jump over the doors and also rocket/stick to the point. I'm testing to see how this effects gameplay.
- added some more detail to the front yard
- clipped some places that needed it, and decliped underneath most of the plank ramps to help Spies.
- redid side bridges to make them fit more with the theme
a8 — Looking nice
- Started some detailing around the edge
- Set theme to a pipeline meets well meets construction type thing
- It is at night now (First arena map i know to do this)
- optimized a tad
a7 — Things look neat!
- Adjust cap unlock time to 30 seconds.
- Adjusted the pipe walk
- Adjusted the side route to be more accessable
- redid the ammo/health packs
- clipped some places
a6 — Feature Creeps. Gotta love 'em
- adjusted theme (AGAIN)
- Started some more detailing
- Reworked the "front" yard
- widened side alleys
- generally made things a bit less chokey and more open
a5 — Due to lack of large tests, can't do anything major yet.
- Adjusted some crates
- added rough soundscape
- added warning lights and siren sound when cap is enabled
- added details for the hell of it.
a4: Now with 100% More Dryness, 100% Less dock!
- Redid theme a bit
- Made it so you can't die on the point before the point activates
- broke sightlines
- lowered back route walls
- Changed name
a3: I swear, its all there.
- Packed -triple tested on 2 comps- everything
- Cap point now has hazard strips and you know its a cap point
- adjusted the size of the map towards the waterfront (No death flesh eat fish bacteria anymore)
- Clipped so you can't float in the air
- adding spectator cameras
- added another small HP and a small ammo.
a2: Here we go...
- Packed -and tested- everything
- redid cap point
- added some time-related doors
- clipped better
a1: For real this time:
- Packed everything
- Broke up some sightlines
- made some non-visible brushwork cleaner
- widened/opened up area around the point
- modified some textures
- skybox is more generic
Linki zewnętrzne
- Strona powitalna pakietu motywów budowlanych na TF2Maps.net
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