Backlot/pl

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Backlot
Arena Backlot.jpg
Podstawowe informacje
Rodzaj mapy: Arena
Nazwa pliku: arena_backlot_rc2
Wersja: Release Candidate 2
Dodano: 8 marca 2011
Ostatnio zaktualizowana: 6 lipca 2011
Autor(zy): Joe "Fruity Snacks" Radak
Kevin "Ravidge" Brook
Aeon 'Void' Bollig
Alex "Rexy"
Matt Hoffman
Mick "The Mick-a-nator" Deakin
Guy "Gryoss" Ross
Gavin "Equinoxo" Sawford
Sebastian "Seba" Grus
Link(i): TF2Maps.net
Informacje o mapie
Środowisko: Budowa
Sceneria: Noc
Znajdźki na mapie
Healthico.png Apteczki: Smallhealth.png ×5
Ammoico.png Skrzynki z amunicją: Smallammo.png ×4
Widok mapy
Backlot overview.png
Pracuj w dzień, walcz w nocy.
— Slogan Backlot

Backlot (angielski) jest stworzoną przez społeczność mapą w trybie Arena.Wykorzystuje zasoby z TF2Maps.net Construction Theme/pl. Unikalną cechą mapy jest to, że punkt nie opuszcza się przez jakiś czas, co sprawia, że ​​gracze nie mogą go przejąć, dopóki pozostaje w górze.

Miejsca

  • Pokoje odradzania: Oba punkty odrodzenia drużyny mają pojedyńcze wyjścia, które prowadzą na tyły placu budowy. Przy spawnach są schody prowadzące na rusztowanie placu budowy. Obok spawnów znajdują się małe apteczki i paczki z amunicją.
  • Centralny Żuraw: Na środku mapy znajduje się dźwig utrzymujący Punkt kontrolny. Kiedy nadejdzie odpowiedni czas, dźwig opuszcza punkt na strefę przechwytywania, aktywując ją.
  • Parking: Naprzeciwko obok miejsc odrodzenia znajduje się duży otwarty parking z dwoma ciężarówkami do osłony. Na końcu placu znajduje się pojedyńcza, mała apteczka.
  • Teren budowy: Teren budowy graniczy ze strefą przechwytywania, z pokojami na parterze i rusztowaniami.

Galeria

Lista zmian

Lista zmian:
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.

rc1 (confetti)

  • 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

a8 — Looking nice

  • Started some detailing around the edge
  • Set theme to a pipeline meets well meets construction type thing
  • It is at night now (First arena map i know to do this)
  • optimized a tad

a7 — Things look neat!

  • Adjust cap unlock time to 30 seconds.
  • Adjusted the pipe walk
  • Adjusted the side route to be more accessable
  • redid the ammo/health packs
  • clipped some places

a6 — Feature Creeps. Gotta love 'em

  • adjusted theme (AGAIN)
  • Started some more detailing
  • Reworked the "front" yard
  • widened side alleys
  • generally made things a bit less chokey and more open

a5 — Due to lack of large tests, can't do anything major yet.

  • Adjusted some crates
  • added rough soundscape
  • added warning lights and siren sound when cap is enabled
  • added details for the hell of it.

a4: Now with 100% More Dryness, 100% Less dock!

  • Redid theme a bit
  • Made it so you can't die on the point before the point activates
  • broke sightlines
  • lowered back route walls
  • Changed name

a3: I swear, its all there.

  • Packed -triple tested on 2 comps- everything
  • Cap point now has hazard strips and you know its a cap point
  • adjusted the size of the map towards the waterfront (No death flesh eat fish bacteria anymore)
  • Clipped so you can't float in the air
  • adding spectator cameras
  • added another small HP and a small ammo.

a2: Here we go...

  • Packed -and tested- everything
  • redid cap point
  • added some time-related doors
  • clipped better

a1: For real this time:

  • Packed everything
  • Broke up some sightlines
  • made some non-visible brushwork cleaner
  • widened/opened up area around the point
  • modified some textures
  • skybox is more generic

Linki zewnętrzne