Backlot

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Backlot
Arena Backlot.jpg
Basic Information
Map type: Arena
File name: arena_backlot_rc2
Version: Release Candidate 2
Released: March 8, 2011
Last updated: July 6, 2011
Developer(s): 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(s): TF2Maps.net
Map Info
Environment: Construction
Setting: Night
Map Items
Healthico.png Health Kits: Smallhealth.png ×5
Ammoico.png Ammo Boxes: Smallammo.png ×4
Map Overview
Backlot overview.png
Work by day, fight by night.
Backlot's tagline

Backlot is a community-created Arena map. It uses assets from 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.

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

Gallery

External links