vsh_bianco_hills_fixed_V4

A Map for Team Fortress 2

Updates

fixed_v4
  • Adjustment Now if a player uses a Boost Pad he has to wait 10 seconds 'til he can use it again and this doesn't affect other players
  • Adjustment Added some crates to help non-high-jump classes to get on the buildings.
  • Addition Added Looping Soundtrack
  • Improvement Changed Skybox, removed Volcano, improved map.
  • Adjustment Engineers can't build underwater anymore
  • Adjustment Engineers can't build on trees anymore
2mo
I'm here with a new map, hope it looks okay for y'all!
It's a really big open map, good luck Hale.

I've got the inspiration from a Super Mario Sunshine level whose name was Bianco Hills, obviously.

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  • ChicagoBen avatar
    ChicagoBen Joined 5y ago
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    1moEdited 1mo
    https://imgur.com/a/nUjJaVr super easy to get to via the jump pad across the map with any class and bouncing off the edge of a hill. 

    -I kinda want more than the 1 soundtrack but its fine, like use a logic_case and have like a 2nd alternate mario track ever 1/3 rounds or somethin

    - I like the 10 second delay on jump pads to prevent spam, however odds are the jump pads dominate the way you move around the map and would probably force most gameplay to be around it versus good hales. Giving hales jump-pads that go around the map is usually insane for bosses since they can use it in conjunction with super jumps to move super fast, super unpredictable, and super safe since no one can hit you at very high speeds. So why would most people travel around the map walking and be risked spotted by hale instead of just insta flying around the map. I think you take a step in the right direction with the delay its just unfortunate that I think gameplay will be over focused on that part of the map. 

    ^ I try to answer this on a map I made by making 2 different trigger pushes, 1 for each team, and making the blue one slower and expect the hales to super jump mid push to balance it out. 

    -Map looks great for what its supposed to be. Runs very well and is mostly well clipped (only found like 3 errors in clipping which is good) .

    - You nobuild water which is great foresight. However I feel as if the trees will be very hard to deal with if you get 3 sentries on 3 tress nearby but I have not seen it in a live server so who knows. 

    -Ammo and hp are honestly a bit on the low side imo. Maybe more hp in corners and in areas with roofs to stop soilder,demo spam?

    Overall I like the map, maybe more ways for classes to get access to roofs that can't  jump. few other minor details but in my books this map is much better than most retro vsh maps attempted. 

    Guide to take better screenshots of your map
    https://www.youtube.com/watch?v=sXB9W6IefNI

    8

    (G-S.N)Chicago Ben
  • ChicagoBen avatar
    ChicagoBen Joined 5y ago
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    2mo
    says map is possible malware from here, and mediafire one gives a messed up version, is anyone else having problems downing this?

    8

    (G-S.N)Chicago Ben
  • Some-Crappy-Edits avatar
    Some-Crappy-Edits username pic Joined 2y ago
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    2mo
    I like how this is an original map based on Bianco Hills, and not just a port of the stage itself.

    Nice job.
    Please stop pressing my icon.

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Credits

Developer
Dat High Owl
Dat High Owl Joined 2y ago
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404 points Ranked 11551st
Map maker, texture edit
Textures and Inspiration
Nintendo
Inspiration
GIMP 2
Textures

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Dat High Owl avatar
Dat High Owl Joined 2y ago
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404 points Ranked 11551st

Dat High Owl
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Details

Version
Unknown

Attributes

Size
Large
Textures
Custom
Environment
Outdoor
Time of Day
Afternoon
Season
Summer
Development State
Final

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Stats

  • 107 Downloads
  • 1,157 Views
  • 4 Posts
  • 2mo Submitted
  • 1mo Modified
  • 2mo Updated

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73 bScore
8.6 Rating

2 voters

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