A Lapse of a Time-Based Nature
Nightfall update!
This will greatly benefit from more cliffs in the background but anyway here’s a pic…
…and here’s a short timelapse. Might do some more.
New Versions of Lighthouse
General (Both versions)
- Added a new fence along the left-side of the hill to improve flow
- Used more conservative values for prop fade distances
- Added a whole bunch of occluders to reduce the amount of models rendered from certain points in the map
- Added uniquely named rock models so that the gray texture will no longer carry over into subsequent maps that use the same rock models.
KOTH Specific
- Added Valve’s KOTH logic system
- Cap times are now 8 seconds long (I think)
- Respawn times are dynamic. Defenders have longer respawn waves, attackers have shorter waves.
- Changed some ammopacks and healthkits
Download Links
The Big King
Recently myself and bunch of other TF2 mappers release a pack containing 5 KoTH maps to coincide with last week’s official inclusion of the game mode aptly named ‘The Big King’ which you can find here.
Surprisingly it’s already been referenced on Valve’s official Team Fortress blog which is quite nice of them! (Aside from [...]
TF2 Nightfall #5
Here’s the new Stage 3 for Nightfall!
Grab Alpha 10 here.
The complete guide to decompiling and recompiling models
I’ve wrote a tutorial for TF2Maps.net that explains how to decompile and recompile models for the Source engine. You can view it here!
The Swamp Pimped On The Official TF blog
The Swamp theme for TF2 has been given a mention by the TF2 team over at Valve. \o/ Here’s the post.
TF2 Nightfall #4
TF2Maps.net – The Swamp Theme!
So it’s finally here – The Swamp Theme! An assortment of new models, textures and other goodies provided by myself and the rest of the TF2Maps.net community.
Download now!
Articles
Making of LighthouseOl' Stuff
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