ctf_biomass

SWATY

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Download
http://forums.tf2maps.net/showthread.php?t=12609


Beta 3 Changelog:

-Fixed some displacements not sewed together
-Fixed some floating props
-Fixed a few overlapping textures
-Added stairs to the roof above the building.
-Removed the death pit at middle.
-Added an underground tunnel at middle.
-Added more health/ammo.
-Visually improved the 3d skybox.
-Added more cover on some parts of the map.
-Widen the corners to the intel room.
-Improved fps.


Updated Screenshots:


20szmhi.jpg

1z6gv1g.jpg

x1ztcm.jpg

i2681u.jpg

1fw84m.jpg

10saxk4.jpg

mls1v5.jpg
 
It looks interesting. I especially like the water aspect of it.
 
Wow, I really like it. It looks like it should've taken longer than 2 weeks :D

I like the look of those curvy walkways :p
 
So beta 2 includes some drastic changes starting wtih the middle area,
the cave being totally removed due to being too big and being too hard
to get the intel from the enemey's base so b2 has that fixed and the map is 100% playable now.
I retextured both bases since people were complaing not being able to know
which base is which so thats fixed too. Also, I added another route to the intel room to make it easier get the intel
and ton of other improvements as well.


Download
http://forums.tf2maps.net/showthread.php?t=12609

Updated first post with new info/pics.

Beta 2 Changlog:

-Added rails on the sides to make it less pyro friendly.
-Added another route out of the intel room to make it easier getting the intel.
-Removed the windows above the intel room.
-Scaled down the water.
-Fixed clipping problems.
-Added more signs throughout the map.
-Added more detail throughout the map.
-Fixed lighting errors.
-Retextured both bases so its easier to know on which base you are on.
-Removed the whole middle area(the cave) due to being too dificult to get the intel from the enemy's base.
-Removed a side route at mid being useless.
-Fixed ton of visual glitches
-Added more lights.
-Improved FPS by a lot.
-Added spec cameras.
-Improved visually the 3D skybox


Updated Screenshots:


20szmhi.jpg

1z6gv1g.jpg

x1ztcm.jpg

i2681u.jpg

1fw84m.jpg

10saxk4.jpg

mls1v5.jpg
 
Download
http://forums.tf2maps.net/showthread.php?t=12609


Beta 3 Changelog:

-Fixed some displacements not sewed together
-Fixed some floating props
-Fixed a few overlapping textures
-Added stairs to the roof above the building.
-Removed the death pit at middle.
-Added an underground tunnel at middle.
-Added more health/ammo.
-Visually improved the 3d skybox.
-Added more cover on some parts of the map.
-Widen the corners to the intel room.
-Improved fps.
 
So beta 4 doesn't have the death pit where the catwalks used to be since many people complained about it. I took some pictures of the changes.

Download
http://forums.tf2maps.net/showthread.php?t=12609

Beta 4 Changelog:

-Modified the entire area where the catwalks used to be due to the death pits being a problem.
-Fixed a few textures overlapping.
-Added more health/ammo.
-Improved fps.
-Added more detail in some certain areas of the map.
-Fixed a few other visual glitches throughout the map.

2wpo1fb.jpg

110ds1f.jpg
 
Download
http://forums.tf2maps.net/showthread.php?t=12609


RC1 Changelog:

-Added another spawn due to being too easy to spawn camp before.
-Fixed the fade distance to a couple of props.
-Fixed some nodraw textures.
-Fixed some issues with clipping.
-Fixed an issue with the 3d sky.
-Improved fps.
 
Well, since ctf_biomass is finished now I have decided to show you guys where I got the inspiration for this map. So I got the inspiration from this concept art that Bungie released for halo reach beta, not that I like halo or anything, I randomly found it online googling for concept arts because thats how I get my inspiration for every map I make.

This is the concept art
rk349v.jpg


This is my map.
afhct4.jpg

20gqqt.jpg


This is where I first found the concept art.
http://www.shacknews.com/featuredarticle.x?id=1278
 
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