TF2: cp_greenhouse alpha Preview

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Uploaded by on Feb 11, 2011

Download here: http://xerol.org/h/dl/959

The initial alpha of my TF2 map cp_greenhouse. RED and BLU are at it again, this time taking over opposite ends of a gigantic antarctic indoor greenhouse. Underneath, however, is a cache of gold that both sides are trying to get at.

Brief map description:
-Spawn area/1st point: I haven't done much with these areas yet. There's a ramp up to the rear mid battlements behind the spawn, and the entrance to the hedge maze quickly leads to the underground tunnel system where all the gold mining is taking place.
-Hedge maze: Connects the 1st point, 2nd point, tunnels, and mid point, one maze included on each side of the map. I will probably make this nobuild so it can't be home to impassible sentry farms, but there's plenty of other ways around it that it shouldn't be a big problem. If I can figure out how to do it, I'll probably make it so sentries can't be built but teleporters and dispensers can.
-2nd Point/Arboreum: These areas will be decorated with more trees and some other props. It's a fairly small area but the hedge maze and mid-house provide alternative routes, and there's a hatch that leads down to the rear half of the tunnel system.
-Mid-house: 2 basic levels, one on the ground and one above, with a ledge to the sniper decks and a hatch down into the tunnels. Not too satisfied with how this is right now, it's fairly bland and probably won't see too much gameplay use unless I change a bunch of things around. Right now it is a good way to get to the 2nd points and controlling this area lets your snipers have a good view on the actual mid point.
-Midpoint/Fish Pond: The two sheds are non-functional right now, I may add a small doorway and hide some health or ammo in them. The shack in the rear has multiple levels and includes a hatch down into the "front" half of the tunnel system. Ramps up to the shack provide a pseudo-battlements, and the design of the shack prevents players from simply running between spawns.
-Tunnel System(s): Right now there's two separate tunnel systems, one connecting the mid point with the two gigantic pillars near the side entrances to mid (the "front"); and one connecting the 2nd points, hedge mazes, and mid-house (the "rear"). These will eventually be connected and be styled as mining tunnels, with a few larger areas included where the actual mining is "taking place". I might fence off some of those and simply have the mining bits as decoration.

READ THIS BEFORE COMMENTING:
It's an alpha and I've barely started texturing, so I know it looks like crap. I may end up creating/finding custom materials for the hedges, as they're using a grass texture for the moment. I've basically only textured things that really needed to be textured at this time to provide more obvious clues as to what they are. Similarly, most of the ramps will become stairs, doors and windows will be decorated appropriately, and more props will be placed around. The only reason I'm releasing it at this point is to see how the layout ends up playing, because I'll probably need to re-do all the things I haven't done if I have to change the layout in any major fashion.

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Gaming

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