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PL_RedShip_b18 [on server]

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MoonQuake
Posts: 1
Joined: 15 Aug 2010, 06:23

PL_RedShip_b18 [on server]

Unread post by MoonQuake »

As discussed on the server earlier today...

New screens for beta 18:
ImageImageImage
ImageImageImage

Walkthrough of the map (earlier version):
http://www.youtube.com/watch?v=iuCsD-yU0ds


You guys are running RedShip beta 15 on your server which is months old.
I highly recommend you update to beta 18 asap! Why?


- HDR (High Dynamic Range) implementation for nicer visuals.
- Performance improvements all over the map. (comparable to Valve maps framerates)
- New environment: Space (near planet Earth) YES with low gravity! (1/2 gravity outside only. Teleporters bypass this so if you use a teleporter while in a low-grav. zone, you will retain it once teleported. Strategize with your friendly engineers.)
- New Objectives interface: easier to read and to understand. Left hand side, stays for 2 min. on-screen each time you respawn.
- Structural changes affecting the flow of the gameplay which now funnels the players to the action.
- Visual and gameplay changes to the major rooms in RedShip.
- Locations inside RedShip now clearly indicated (cargo room, CIC room...)
- Added a vent that goes from Cargo room to the CIC room.
- All vents now unlock after 2 consoles destroyed in Cargo room.
- Stage 2 is now easier for BLU to defend mainly because of changes in the CIC room.
- Fixed the sunset effect
- RE Bomb now called RE Cart simply because it doesn't blow up at the Core.
- Improved RE Cart radioactive smoke effect.
- On-screen messages for RE Cart status (Activated, 25%, 50%, 75%, Fully charged)
- Added trigger_hurt to destroy builds on the Cart's way.
- Improved skyboxes.
- Made changes to make the map fit the TF2 theme more.
- Better audio indicators that the announcer is, in fact, RedShip's mother computer. She comments about objectives failed, and demotivates BLU team if they take possession of RedShip.
- New TV animations better explain the goal of the map.

- End of round would sometimes end the game and switch to the next map in rotation independently of timeleft for the map.
- During stage 2, RED would not have the low gravity effect upon spawning.
- It was possible to see sparks underneath RedShip.
- Missing embedded soundfile for new soundscape.
- Modified the upper vents a bit so that both vents can now be guarded by a single sentry/player.
- Added small platform in CIC room in front of Engine room corridor to accommodate snipers.

- Removed the sliding door to the Cargo room.
- No more lights turning off when objectives completed (perf. issues due to engine bug)
- No more cloudy environment, got replaced with space.
- Many, many, many visual glitches fixed (weird shadows, wrong reflections...)
- Many more bugs fixed

Have fun!

http://forums.tf2maps.net/downloads.php?do=file&id=2065
http://www.fpsbanana.com/maps/103929
or
http://teamfortress2.filefront.com/file ... hip;116217


Contact me if you encounter any bug or simply want to suggest an idea:

MoonQuake
Level Designer / Mapper
hl2_moonquake(at)hotmail.com
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John Failman
Posts: 167
Joined: 21 Jul 2010, 08:36
Location: California Bro

Re: PL_RedShip by MoonQuake updated!

Unread post by John Failman »

Awesome.

I had a glitch when I first tried downloading, telling me that model something ( 34 I think) was not found. It fixed when I restarted TF2 and then tried joining.

Probably just me though.
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captainAngry
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Posts: 2615
Joined: 04 Dec 2008, 05:32
Steam ID: STEAM_0:0:18403615
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Xbox Gamer Tag: RemainingCoast
Location: Minneapolis, MN
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Re: PL_RedShip by MoonQuake updated!

Unread post by captainAngry »

Updating both the servers now.
Image
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