Difference between revisions of "Backlot"

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(change log for prerelease)
m (Updated the link!)
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| release-date    = March 8, 2011
 
| release-date    = March 8, 2011
 
| last-updated    = July 5, 2011
 
| last-updated    = July 5, 2011
| link            = [http://forums.tf2maps.net/showthread.php?t=16591 TF2Maps.net]
+
| link            = [https://tf2maps.net/downloads/backlot.2/ TF2Maps.net]
 
| developer      = [http://steamcommunity.com/id/nightsfrost/ Joe "Fr0z3nR" Radak]<br/>[http://steamcommunity.com/id/screaminggerbil Guy "Gerbil" Ross]<br/>[http://steamcommunity.com/id/lordmatthoffman Matthew "Matt" Hoffman]<br/>[http://steamcommunity.com/id/void001 Aeon "Void" Bollig]<br/>[http://steamcommunity.com/id/seba079 Sebastian "Seba" Grus]<br/>[http://steamcommunity.com/id/Mickanator Mick "Mickanator" Deakin]<br/>[http://steamcommunity.com/id/equinoxo Gavin "Equinoxo" Sawford]<br/>[http://steamcommunity.com/id/ravidge Kevin "Ravidge" Brook]
 
| developer      = [http://steamcommunity.com/id/nightsfrost/ Joe "Fr0z3nR" Radak]<br/>[http://steamcommunity.com/id/screaminggerbil Guy "Gerbil" Ross]<br/>[http://steamcommunity.com/id/lordmatthoffman Matthew "Matt" Hoffman]<br/>[http://steamcommunity.com/id/void001 Aeon "Void" Bollig]<br/>[http://steamcommunity.com/id/seba079 Sebastian "Seba" Grus]<br/>[http://steamcommunity.com/id/Mickanator Mick "Mickanator" Deakin]<br/>[http://steamcommunity.com/id/equinoxo Gavin "Equinoxo" Sawford]<br/>[http://steamcommunity.com/id/ravidge Kevin "Ravidge" Brook]
 
| map-environment = Construction
 
| map-environment = Construction

Revision as of 08:39, 14 April 2019


Backlot
Arena Backlot.jpg
Basic Information
Developer(s): Unknown
Map Info
Environment: Construction
Setting: Night
Map Overview
Backlot overview.png

Backlot is a community-created Arena map. It was featured in TF2Maps.net's Construction Theme. A unique feature of the map is that the point will not come down for some time, this makes it so that players cannot capture the point until it does come down.


Locations

  • Spawn Rooms: Both of the team's spawn have a lone exit that leads to the back of the construction yard. By the spawn is a stairway to the scaffolding of the construction site. Next to the spawns are small health and ammo kits.
  • Central Crane: At the center of the map is a crane holding up the Control Point. When the time comes, the crane will lower the CP onto the capture zone, activating it.
  • Parking Lot: Opposite to the side near the spawns is a large open parking lot with two trucks for cover. At the end of the lot is a lone small health kit.
  • Construction Area: The construction area borders the capture zone, with bottom floor rooms and scaffolding catwalks.


Changelog

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 Gun'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