Team Fortress 2

Team Fortress 2

Super Mario Bros. 3 (Control Points)
Showing 1-4 of 4 entries
Update: 26 Jan, 2024 @ 10:02pm

Update Beta 4 (b4).

Yes really! After 5 years, I've updated the map! The main reason for the update was an issue with the initial texture settings. They used a texture aspect called point sample for the 16 bit textures. This was fine, but only if everyone playing the map was using the highest texture settings. Anything below high would result in the map being distorted. For that reason, I increased the scale of all the textures, that way the map looks fine on even the lowest texture settings. That wasn't all of course. You can read the rest of the changes below!

-Spawn door triggers were enlarged slightly to make it so Scout players wouldn't get caught on the door
-Spawn room now has two pipes inside that lead to one-way areas in the Desert and Cave world. Now you have more options of getting to the points other than the Overworld.
-New patches under every ammo and health pack.
-Map now has soundtrack soundscapes that play music from Super Mario Bros. 3 depending on what area you're in!
-Certain sound effects are replaced with ones from Super Mario Bros. 3. All flare guns play the fireball sound effect. The Atomizer and Soda Popper jumps make the sound of Mario jumping. Picking up a Health pack will make a powerup noise, and ammo/health respawning will play the item box noise.
-Many minor but noticeable layout changes, including adding some minor height variation to certain areas.
-All areas now have clouds in the sky, not just the Cave area! As well, they've been unlit to be unaffected by shadows, and the Angry Sun from the Desert area has been moved a little further upward.
-Desert area now has Oil Pipes from in game, adding some sightline blocking, and some fun height advantage in the surrounding areas.
-Time on a point being captured has been adjusted. Timer starts at 10 minutes, and only goes up by 3 minutes when a point in capped, instead of maxing out the timer like it did before.
-Many instances of optimization, with inclusion of area portals, hint textures for cut offs, and func details. This map was made back when I had practically no knowledge of what optimization was, so hopefully this will help.

Update: 18 Aug, 2019 @ 2:47pm

Update Beta 3 Final (b3f).

-Kept basically everything the same, except I removed the music. The music, while fun, had too many bugs involved with looping improperly or having the track play more than once. If anyone has any suggestions for music that plays on loop around the map, please let me know. For now, this will be the final version of this map.

Update: 19 Jun, 2019 @ 7:28pm

Update Beta 2 (b2).

-The Super Mario Bros. 3 Overworld theme plays ambiently in the background when a round begins, looping as the round continues. (Please let me know if this music is too loud or distracting. I will change it in the future if so.)
-A health and ammo pack were added in the pipe behind the Desert point.
-Blocks were added to allow all classes to access the area above the Desert point.
-Coloured signs were added in the Cave and Desert world to show which team's side you'd be on if you went through a warp pipe to the Overworld.
-Each point comes up with the proper name in the kill feed instead of what they were on Standin when captured (Desert, Overworld, Cave).
-Made a set of blocks to stop the player from immediately falling off when going up through the warp pipes in the Cave world.

Update: 4 Jun, 2019 @ 9:11pm

Map Release Date (b1).