*Note on Texture Problems*
I realize some models and textures have a purple checkerboard on it. This is due to Reflective problems.
The reason being, when i compiled it. I built the cubemaps for LDR, but not for HDR, witch is why its having the problems.
Dont worry, my next release will be much better. I'm not releasing info on it though.
Move the .bsp to your maps folder. Ignore the bz2 if your not a server host.
Ive done a good bit, i released B3 on our server a good few weeks ago, and since then ive been doing nothing but learning how to optimize, i didnt post b3 because it was way to laggy.
Anyway, hope you like my new version, as always, my email is firstname.lastname@example.org if you notice any bugs.
You can find other maps from out team at http://www.volcom-mapping.com
And for information about our server/clan go to http://www.bay-clan.org
||CHANGELOG FROM B2||
-Huge improvement on textures
-Better Geometry, mostly on sniper towers.
-Added 1-way shortcuts through the sides of middle.
-Many new details added.
-Optimized for better performance.
-Changed lighting to day.
-Small fixes improving gameplay.
-Detail Models Added.
-Camping areas for demoman/soldier above intel basement.
Im downloading it now to check it out, however, due to its current size, I do not plan to add it to our servers rotation. Even though we have an exceptionally fast redirect server, 23 megs is a bit too large to download. From the screenies, map looks to have alot of potential. I would guess it just needs some tweaking or optimizing of some sort, to make it smaller.
Unfortunately, when it comes to maps, bigger isnt always better. :) Please keep working on it though. I look forward to the finished product.
God forbid, she could have *gasp* gave me a reason why she gave a low score on gameplay and design. The gameplay seems great on our server. Almost completely balanced.
And thanks, Angus, nice suggestions, i'll be sure to implement them.
Pros: like the brushwork and the layout. looks to me you might hit problems with too many open spaces and not enough cover. add rock models and build up the displacements around them, especially outside the rounded towers.