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Sniper_Orange 110 vED

MAP Sniper_Orange 110 vED 0.6

No permission to download

ExplosiveDeer

Rocket Man
Staff member
Admin.Sʐ
The Mapper
{CA}ExplosiveDeer submitted a new resource:

Sniper_Orange 110 vED - Edited version of Sniper_Orange 110, including new snipe positions and more!

Sniper_Orange [Final version released!]
A map we all know and love, with a twist. A little more spacious for the evenings the map is clustered with the crowds. I wouldn't dare name it something completely different, so I figured Sniper_Orange_110_vED would be quite sufficient!

So what's different with this map I come offering to the aussie enthusiasts? What makes it that much more exquisite?

Let's get down to business.
An interesting...

Read more about this resource...
 
I find the map too busy. Why not remove all the barricades on level 2 & 3?
You could delete some spot light too. I find setting to linear sometimes make a more natural tone too.
What's up this the bridge!?
 
This bridge is meant to make it more difficult to simply cross it. There is a guide on the floor below that represents where the invisible pieces are floating. So far after watching people play vED1, the bridge has hit it on the nail. I was tired of people easily crossing and then spawn camping. Now, when making it across, you'll more than likely meet a bunch of enemies ready to take you on rather than some clueless easy kills!

I was worried about the busy feeling of the final map as well. I figure if I knock some gates down on the 2nd floor now that there is an additional floor, it should blend nicely to a final result.
 
Played version 3, not bad.
@Deer - you said that adding a basement would make it to large, how about halving the map horizontally. This will condense the top area, and allow for the installation of a basement snipping area as well.
 
{CA}ExplosiveDeer updated Sniper_Orange 110 vED with a new update entry:

Making space!

Update 0.4: (Final?)
In this update I reduced the cover on the 2nd floor as Cedde suggested. This opens up the floor levels a bit more making it a little less clustered!

1h89bm.jpg


I may make another version as Dauphin suggested, where the map is halved in total size, and add a basement to make a more vertical based sniping map. This however will most likely come after my moutainside project.

Read the rest of this update entry...
 
Downloading now!
Can you explain to @41.Dauphin how you changed the external download to a direct upload.tx. :)
 
Sure thing!
When I posted the update, I simply added the file from the option there on the "Update Resource Post" page. It would appear that every time you post an update through the "Update Resource" feature, it will replace the link previously provided. Since I changed from an external link, to a direct upload it simply overwrote with the change.
 
I cannot for the life of me figure out this lighting issue. I think it may have something to do with the light_env that acts as the maps central light source.
16hnayh.jpg

np3sc7.jpg

2nk5u6x.jpg

The shacks aren't too bad, but in the hall way, there is a long strip of light that shouldn't be there. When I changed the pitch on the light_env, the problem disappeared, but made the rest of the map lighting kinda sucky.
 
When you run the map, in the console type:
mat_specular 0
mat_hdr_level 0
buildcubemaps

After that grab the .bsp in your map folder (A:\Steam\SteamApps\common\Team Fortress 2\tf\maps)
and add any materials created.

Untitled.png

Untitled2.png
the multi-color cube (Toggle Texture Application) allow you to change the light for any block/face

I strip down the map, too many err. it is a cleaner map now.
 

Attachments

Played v4, with 16-18. Not too bad. But you have to look everywhere. Left/right, up/down. Maybe narrow the width of the map?
 
A screenshot ~ 200px × 112px would be nice too for the live view :D
(name_of_the_map.png)
 
: have you seen the new orange map made by deer?
serious «+» : nope
Dauphin.Sʐ : one sec
serious «+» : is it on forums?
serious «+» : ok
] map sniper_orange_110_ved_03
Using map cycle file 'cfg/mapcycle_default.txt'. ('cfg/mapcycle.txt' was not found.)
Set motd from file 'cfg/motd_default.txt'. ('cfg/motd.txt' was not found.)
Set motd_text from file 'cfg/motd_text_default.txt'. ('cfg/motd_text.txt' was not found.)
'listenserver.cfg' not present; not executing.
'sniper_orange_110_ved_03.cfg' not present; not executing.

Team Fortress
Map: sniper_orange_110_ved_03
Players: 1 / 24
Build: 2127693
Server Number: 1

The server is using sv_pure 0. (Enforcing consistency for select files only)
Unable to initialize DirectSoundCapture. You won't be able to speak to other players.Dauphin.Sʐ connected
Compact freed 339968 bytes


This is a the output from the console that leads to snipers not being able to download the map from the server. Any ideas?
 
Well cedde probably thinks i'm handy capped from trying to upload a resource, however i changed the map on the main server it was just me and serious + and i ended up on my own personal server where no one could join. Crazy? yes! Weird! Yes.
 
Have him double check that in his tf2 game options > Multiplayer > "Allow custom files from servers" is checked. If that's not the problem, it might be a server communication error. I don't know of an error in mapping that prevents people from dlling it. (Don't wanna place the blame, but ... :/ )
 
Just a heads up:
I plan on having the next version if Sniper_Orange 110 vED up by tonight along with a discussion thread on my next map: Mountain Side.
 
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