Well… I’m working on a little deathmatch map for TF2 now and I just want to show you some pics to hear your opinion about it…
(I still have no map name, just because of the “???”)
(ignore the pink/black windows)
Well… I’m working on a little deathmatch map for TF2 now and I just want to show you some pics to hear your opinion about it…
(I still have no map name, just because of the “???”)
(ignore the pink/black windows)
That straight, unobstructed line between the two spawns has to go. That’ll be sniper heaven.
You might want to obstruct the line in the middle , so that the map won’t become a “Run through the crossfire and try to find some cover before getting killed” map
It often leads to frustration , and as said above by Wasabi … Sniper would love it!
What they said. Also, stop messing around with deathmatch and start playing on/making real men’s maps.
…Isn’t Black Mesa’s Multiplayer component Deathmatch?
Black Mesa =/= Team Fortress 2. I’ll happily play [noparse]BM M just like I used to play HL
M[/noparse], but Team Fortress 2 DM is Doing It Wrong.
What’s with the missing texture in the windows?
Ehhm… This is my first map and so I want to start simple…
Go Arena/KOTH and stick a CP in the middle. Doesn’t need to be much more complicated. You could even just stick one on or under your existing bridge, though what everyone else said about needing to block off the sightline from spawn to spawn would definitely still apply.
dm_desert_2fort
Ok… the map above was much too small for a koth/arena map, so I made this new one inspired by dm_store… (it will be a koth map) (RED (and BLU) side still in development)
Looking good, I’d give it a play test.
KOTH_NoSpawns
It makes me sad that some people really can’t read :’(
It was better with no spawns. It could be like KOTH_Spectator
I like the layout, but the walls and roof need a touch more detail. They feel too blocky.
I like very much, it reminds me of shipment from CoD4.
Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.