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PH_Warehouse

Discussion in 'PropHunt' started by Geit, 4 Aug 2009.

  1. Geit Coding wizard!

    PH_Warehouse

    PH_Warehouse

    So after 6 or 7 hours of mapping, I started, and completed ph_warehouse. The first dedicated PropHunt map(And probably the most rushed map ever too).

    [​IMG]

    The BLU warehouse is situated in a remote mountainous location, but RED satellites picked up the large heat signature generated by the manic pyro inhabitants, shortly thereafter RED deployed a garrison of units equiped with the new "PropGuise" Kit.

    Change-log:


    A3:

    • Fixed a prop on the upper platforms that wasn't rendering.
    • Decreased the size and amount of truss supports on the walls.
    • Added some minor details, such as overlays.
    • Added a few more props to sparse areas
    • Added a new playable prop
    • Made the lights at the top of the hangar "Not Solid"
    • Added some soundscapes
    • Added patch overlays below health and ammopacks
    • Added a small hut outdoors
    • Changed the small healthpack indoors to a medium one.
    • Corrected Minor Lighting issues
    • Prevented players from getting stuck inbetween the walkway and the platform ropes.
    • And more.
    A2:

    • Fixed some props that were "hovering" above the upper platforms
    • Increased the size of the clip-brushes on the Trees next to the hangar doors.
    • Removed some props that made certain places inacsessible
    • Corrected an issue where the CP could not heal players
    • Added Health Packs and AmmoKits
    • Added some minor details
    • Corrected some Weird shadows
    • Corrected a Broken Spawn point
    • Removed 2 large props that lacked a collision model


    A1:

    • Initial release


    To-Do:
    • Fix the shadow clusterfuck on the back wall of the hangar
     
  2. shadiku nyoro~n

    Re: PH_Warehouse

    -snip-
     
  3. Knud Phat beats only

    Re: PH_Warehouse

    It's an awesome map to play in!

    Television prop FTW :)
     
  4. Re: PH_Warehouse

    Added another thing to the to-do list :P
     
  5. Vacoy some sort of fucking fish

    Re: PH_Warehouse

    thats fucking epic man, cant wait to try it out :D
     
  6. Reag My name is an anagram for a reason

    Re: PH_Warehouse

    Alot of fun to play on, the TV is the best prop on it.
     
  7. Vacoy some sort of fucking fish

    Re: PH_Warehouse

    best prophunt map there is :D
     
  8. Re: PH_Warehouse

    +1
     
  9. Re: PH_Warehouse

    Nice, looking forward to playing it :)
     
  10. Re: PH_Warehouse

    is epic map :D
     
  11. Geit Coding wizard!

    Re: PH_Warehouse

    Updated
     
  12. Geit Coding wizard!

    Re: PH_Warehouse

    A4 is being worked on, it's getting a makeover and a twist:>

    Don't give it away besty :D
     
  13. SnuggleMuffin SnuggleMuffin

    Re: PH_Warehouse

    :D :evil:
     
  14. Reag My name is an anagram for a reason

    Re: PH_Warehouse

    It's gonna be based in a dock or a train yard, I just know it.
     
  15. Re: PH_Warehouse

    You better do what I suggested D: (Remove fences, Add skybox)
     
  16. Geit Coding wizard!

    Re: PH_Warehouse

    No, nothing like that, nice idea though:3


    And dark, I firmly refuse to add a skybox, fences are gone though, still got an invisible clip border where they used to be.
     
  17. Bulletproof Last one alive, Lock the door.

    Re: PH_Warehouse

    epic i WILL play prophunt now :O
     
  18. Geit Coding wizard!

    Re: PH_Warehouse

    Right, so I'm sure you guys have all worked out what the a4 twist was, i'm currently working on a5 which will add an extra 1024 layouts, it may even contain 4096 layouts if I can be bothered.

    B1 should contain about 20736 different combinations if I don't hit some stupid source limit.
     
  19. Reag My name is an anagram for a reason

    Re: PH_Warehouse

    Overcomplex map is overcomplex.
     
  20. Geit Coding wizard!

    Re: PH_Warehouse

    It's about as complex as the original warehouse, all that i need to do is make 5 layouts for each quarter of each area (Outside, main floor, platforms) and I'd have 20736 combinations.

    I'd probably hit a source engine limit well before that though.
     

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