PL_SILO_PLANT by Haggis

"This is a payload map i have been working on for the past 7 1/2 months and at last i have finshed it. I came across a few problems on the way but i managed to overcome them. My first big problem was the error message about t junctions, after researching what this meant i realised this was caused by to many func_details.This made sense, as in the first area of the map i made a building which was all func_detail and then was duplicated another 7 times. I read somewhere in the forums about propper, where you could make models using hammer, i turned this building into a model thus solving the t junctions error.
I have another custom model which i made using Sketchup at control point 3, its a train wheel with 2 cogs. The wheel moved up and turned 90 degrees as well as having the 2 cogs spinning round, i was really pleased with this model, it really looked the part when it was triggerd to move but when i made the final explosion i was getting a cutlinkedlist overflow message. I think it has something to do with using to much memory so to solve this i had to stop the train wheel from moving, this solved the problem.
After control point 2 is taken there should be 1 more red spawnroom enabled, when cotrol point 3 is taken there will be 3 red spawnrooms untill the payload gets to a certain point, then 1 of the rooms will be disabled.
I have also made something which i have not seen before in a tf2 map, an iris door, this was made by following a tutorial in Halfwit-2, big thanks to the guy who made this tut, sorry i could not see your name on the tutorial.
Also, look up at the cables at control point 3, i have the sapper effect traveling along them. Hope you enjoy the map and will look forward to your comments on how to improve it.

  • Added a lot more light to the map
  • Big yellow train doors now open and stay open.
  • Corridors before and after the generator room have been made bigger, so players can surround the bomb
  • Door that Red could only use at cp 2 has been deleated, now blue has another way round
  • All the red team will spawn in the same spawnroom on top of the rock at cp 3.

b2-

- Added a lot more player clips
- changed all light models in blue area to blue
- fixed the 2 doors at first control point, players do not get stuck in them anymore
- changed 2 of the petrol chemical plant models so they do not have any doors
- fixed funny looking material on the petrochemical plant models
- added a couple of spotlight beams at first control point
- deleted all fake ammo packs in generator room and moved the weapons crates to another
room
- added another no entry door to red spawnroom, the 2 iris doors will now close after
cp 1 is taken then the new no entry door will open
- added a new corridor just outside this iris door, hopefully this will make things a bit more
even.
"

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