ctf_Fourt (Alpha?) [4fort_v47_NewBluFort]

Discussion in 'Maps' started by Agameofscones, Jun 23, 2015.

  1. Just going to cobble together a post for Fourt if you haven't heard of it yet...

    <span style="color: rgb(51, 102, 255);"><font size="5">Version 47 Released on June 21st, 2015. The Blu update.</font>
    </span>
    +*New details and good stuff for Blu Team.
    +*Some more props here and there.
    +*Changed intel ramp overlook window for Blu.
    =*Some props moved around in Blu Team spawn.
    -*Some props removed, nothing major.
    -*Accidentally removed the playerclip boundaries; will be fixed in the near future.

    If you, for some reason got here and don't know what TF2C is; click here

    <font size="5">Download by clicking this text.</font>


    <span style="font-weight: bold;">I <span style="font-style: italic;">have optimized it, however that optimization is not up to speed with the latest edits, so you've been warned.</span></span>

    In the current download there are no playerclip boundries at the edge of the map, so go crazy you rocket/sticky jumping junkies.

    Screenshots for those who want to look before trying:
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Resolution = Off the charts...
     
  2. Looks good, if it's a working map I can host it on the SPUF.Co server for a few days/weeks/months if you want some play testing.
     
  3. It's fully functional, albeit pretty frame intensive. Feel free to host it, I'll try and get TF2C up and running on my macbook so I can take a look at how it performs on an actual server and on a poor GPU.
     
  4. I'm hosting the map on the SPUF.Co server right now. I've also added it to my FastDL should the map be missing for anyone looking to connect and give it a try.
     
  5. Wow, thanks. I'd check it out if I could get TF2C working.
     
  6. I saw there was multiple holes in the ground so you could get to the bottom of the map.
     
  7. If you could take a picture a leave it in a reply that would be great. I don't think I've seen those before, unless of course you're talking about the edges of the map, such as the red team roofs.
     
  8. I did a quick run through myself tonight. The holes in the ground seem to be on the outside of RED base.
    [​IMG]

    I also noticed on YLW base, the texture is z-fighting with another texture (represented above my cross-hair in the picture).
    [​IMG]

    EDIT:More holes found. Inside BLU base.
    [​IMG]


    Same thing for YLW.
    [​IMG]

    Hope this helps!
     
  9. Thanks, I just got TF2C up and running and gave it a run around and saw those holes before this post. I'm surprised the Red team ones are still there, I thought I fixed those. As soon as I get my hands on the vmf they'll all be gone. Thanks for the heads up, I missed the lower level ones.
     
  10. Ouch, looks like I also forgot to compile cubemaps as well. I'll get that later.
     
  11. TGR16

    TGR16 Noob

    It's basically a better version of blockfortress_a5.
     
  12. Is this map dead.
     
  13. linkfania

    linkfania Noob

    @ZombieGuildford No.
     
  14. linkfania

    linkfania Noob

    It seems like this map pushes these themes for the GRN and YLW teams:
    GRN = Communications, space-age.
    YLW = Factories, steam-punk.
    Cool!
     

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