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pl_moonbase

A Map for Team Fortress 2

Space. The final frontier. Now being conquered by TF2 mercenaries!

Space. The final frontier. Now being conquered by TF2 mercenaries! Both teams have built a base in the moon. Welcome to space mannstronauts!

RED team plans to annihilate BLU base from the moon with a rocket. BLU team is planning a counter-move - they will attempt to deliver some extra payload for the rocket, so it never takes off. PICK YOUR SIDE!

Thanks to the first wave testers (in random order): JoniBobo, suvari, Joppe, Filvas, Wery Big Monk and othername.

Note! This map is still under development but close to get finished. This is done by us both as much as the other.

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  • Sorry about that bit of confusion with the gravity :P. As it turns out my computer saved the settings of one of the servers i mod onto my tf2 config and the gravity's all messed up.

    As for the skybox, i think there are ways to put  valve made prop_statics in the sky box, it is a roundabout way though, you need to export the files into an obj, resize them in XSI (i just use sketchup for that though) and repack them with their original texturing under different prop names and make the server that runs the map have the players install the model.

    Ive only done it a few times and have gotten mixed results but it it the best strat i know of.

    best, purple

    THE piece of salt
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    ics Joined 14y ago
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    5y
    We did not alter gravity at all. It must be something on your pc or you are imagining it, as the map is located in space.

    We also did use a lot of models, some which draw out from longer than others. This is simply due to them not popping in/out in another angle than the one they are drawn far away from.

    There is also no way to move some of them into the skybox, as there are no models usable of that size. They would look huge, as the skybox is 1/16 scale. Having it smaller scale would impact framerate anyway.

    We also have tested the map a lot on live servers and it runs pretty good, framerate and gameplay wise. It could be a little BLU favored but after last changes, we just have to see and play it more to have more feedback. Thanks.

    http://ics-base.net/games.php
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  • Your map was wonderful, refreshing and i think it wouldn't look out of place in a valve roster, if you change a couple things to make it better.

    For a start, you would need to do further optimization of your map, so parts dont render unnecessarily.  I went into mat_wireframe 3 to have a look around to see the optimization. I took some screenshots of some areas that would do with a little more optomization and uploaded them here: http://imgur.com/a/geKtj

    I think that you might need to move scenery bits to the skybox (like the  silo thing near red base) As it is just a little bit of an extra, and not a part of the map.

    One last optimization idea, i think you should add clipping to your prop statics, as i noticed a couple of pipes in your level that the players could jump in.

    I think you got the gravity in your level about right, but try adjusting it so it wouldn't effect game-play for most classes as much as it does now, a scout with triple jump could reach the top of the map in this lowgrav and that's never a good thing.

    One last idea, add small, extra passages or flank roughs, i like what you did with the vent system and think your level would benefit with more game-play areas.

    Best of luck! purple

    THE piece of salt
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ICS
Mapper
Hakk1tus
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ics avatar
ics Joined 14y ago
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ics
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Version
0.98

Attributes

Miscellaneous
Players
32
Development State
Beta

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    Featured on Feb 18 2016
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