Difference between revisions of "Backlot"

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== Gallery ==
 
== Gallery ==
 
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Revision as of 18:25, 3 January 2015

Not to be confused with the Aperture Labs Hard Hat
Backlot
[[File:|300px]]
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Construction
Setting: Night
Map Overview
Backlot overview.png


"Work by day, fight by night."

Red and Blu are expanding! But it comes with a cost, the more they expanded, the less and less room there is to build! Now they are on the last piece of workable land, and both sides want it. It would take too long for their bosses to sort out deals and such, so they fight for it at night, under the cover of darkness.

Presenting Arena Backlot..

This is a small arena map based in a construction yard. I based the layout a little bit around lumberyard. What is interesting about the map is that the point is suspended in the air by a crane, and is unaccessable until 30 seconds into the game. Also, gates will open on the sides of the cap area to open it up and make end-gameplay a little bit more interesting.


Special thanks: The Construction Pack team (No really, guys, its great) ABS Pack (Gametype library) Seba - Construction light stand model/Generator Light Pole Rexy - Portable Toilet models/forklift model Prestige - for blatenly abusing the hell out of the sticky jumper to prove that he can go far before the round starts.

As a side note, this is something that I will do with all maps after (and including this). If any of my maps go official (doubtful), I will donate half of my stamp money to the Childs Play Charity. Its a great charity doing a lot with the gamers everywhere.

No Editing of this map without permission to the author, please. Either post here or email me at the above email.

Changelog

rc2
  • Updated lighting
  • Adjusted fade distances
  • Broke up some brushes because I kept getting compile errors. Instead of the ground being mainly 6 brushes (maybe 10?) its now 20ish.

RELEASE! (rc1)

  • some minor optimization stuff
  • did some creative clipping/adjustment of signs to help spies (and others) get around

b3: almost done (NO HDR CUBEMAPS)

  • added occluders to aid optimization and -hopefully- increase FPS
  • did some detailing
  • adjusted skybox hills texture.

b2: riiight...

  • Completely redid skybox detailing (happy?)
  • Added to detailing on sides
  • Optimized/adjusted some render distance/hopefully helped fps
  • Added other minute details
  • Aligned wood textures
  • probably some other stuff I'm forgetting.

b1b:

  • fixed clipping

BETA 1:

  • after much deliberation with myself, I have added an alpine-doublecross-esque skybox.
  • detailed spawn rooms
  • clipped where I was told to
  • clipped where I was not told to
  • added a custom soundscape
  • had a celebratory "Easy-Mac n' Cheese"

a11 - purely technical (small update)

  • added spawn room doors
  • made it now so you can't get up to the point
  • other clipping fixes
  • made it so that sentry's can't (shouldn't) fire through ibeam piles

a10 - god, what didn't I do?

  • made the center look nicer/worked on its lighting
  • metal piles on the side are now one way, but can be jumped up onto, also moved them close to the wall to prevent getting stuck
  • removed clipping from the middle area around the point. You can jump over the doors and also rocket/stick to the point. I'm testing to see how this effects gameplay.
  • added some more detail to the front yard
  • clipped some places that needed it, and decliped underneath most of the plank ramps to help spies.
  • redid side bridges to make them fit more with the theme

External links

Gallery