Team Fortress 2

Team Fortress 2

Sandvich Storage - CP
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Update: 6 Apr, 2016 @ 9:53pm

Well, Sandvichstorage is done.

It has a few balancing flaws, the detailing is a little minimum, and there are a couple of bugs, but in my view, it's finished. It's under my belt. It's time to move on.

The differences between a7 and this are minuscule. However, 8 sandwich bags have been hidden around the map. So maybe you should go find those.

Below are the changes to a7, as they are prominent in this version too.

a7 - A well prepared sandwich

=General=
- Texturing is done!!!
- Improved signage
- Once again adjusted skybox position
- Improved clipping all around the map
- Redid some of the visual effects for where health and ammo kits are placed.
- Made unopenable doors more obvious to their unopenableness.
- Skybox omptimized
- Fixed forward spawns
- Did some omtimization behind the scenes

=Point A=
- Changed ramp behind A to stairs
- Widened the door also behind A
- Replaced the stairs in the sewer exit with a brush
- After capping B, the resupply lockers now stop working at BLU's original spawn.
- Improved lighting behind A as well
- Removed some railing in the barn
- Moved some boxes also inside that barn

=Point B=
- Widened entrance to the alleyway leading to B
- Because of this change, a new piece of cover has been added to that entrance to eliminate a new sightline that had been created.
- Along with this, the truck has been slightly moved to open up the entrance a little bit more again.
- Re-Added a small balcony to the high attack area for BLU
- Roof above the point is a fraction lower for visual reasons
- Changed the positon of a barrel near the alley entrance
- Added a full ammo pack in front of the point at B
- Slightly modified B's capture zone
- Added a roof to the side health and ammo area leading to the side of C's courtyard
- Fixed some computers at the little office room leading to B

=Point C=
- Lowered the roof in ramp room
- More optimization specifically in this area
- Redid the (In my opinion) ugly sign outside of this base
- Ramp slightly changed in ramp room
- The fence has also been changed to match the new theme of the room
- Added some cover and slightly changed the layout of ramp room

Update: 10 Jan, 2016 @ 12:36am

a6 - A sandwich that was made, then bitten once, and then had that bite replaced by something much more pleasant.

=General=
- As is tradition, more texturing!
- More clipping issues have been resolved
- Slightly adjusted skybox position
- Slightly adjusted one of the death cameras

=Point A=
- Raised the room behind the point
- Slightly changed layout of balcony leading to carpark and removed a crate from there
- Water route ramp widened
- Changed the barricade size in water route

=Point B=
- Removed stands for a wall in the balcony area
- Made that room slightly bigger
- Removed barricade in office area
- Widened alley entrance
- Majorly modified the cover and layout for the main warehouse
- For these cover changes, a large pillar has been added to the centre of the room, with a new platform all around it

=Point C=
- Added health and ammo kits to restricted area room
- Crate in side room (Now named the maitenence room!) have been replaced with leaking barrels and have been moved closer to the wall
- Extended the small health side area leading to previously mentioned room
- Also expanded ramp room near there
- Added a forward spawn for blue when attacking this point
- Added some cover to the courtyard entrances from B

Download might be pretty big compared to normal, as BSPzip didn't want to co-operate.

Update: 5 Nov, 2015 @ 5:03pm

a5 - One damn big sandwich

=General=
- A lot more texturing!
- 3D skybox!!
- More signage
- A bunch of optimization!
- Also fixed some bad geometery
- Fixed a few brush bugs
- Added a max map time of 8 minutes
- Entire extension to the map with whole new areas!

=Point A=
- Changed BLU base exterior design to make everything look a little nicer, more specifically the sign
- Added protection to A
- Added even MORE protection to the sewer exit
- Prevented building things near the sewer grate near that same area
- Added a tiny little ledge to the sewer upper entrance to allow easier access by blast jumping
- Added a back doorway to A that closes SLOWLY after capture
- Fixed doors in BLU spawn opening too late
- Redid the lighting in the barn at A
- Moved the staircase in BLU's sewer exit to create easier escape from the pool
- Updated the texture to the side of A
- Added boxes over the bridge leading to A to prevent new sightlines from added areas (See Below)
- Car park has been moved! (Also see below)
- Flank door behind A!

=Point B=
- Widened the cap area on B
- Shortened the ramp leading from B to the shipping container side area
- Moved the truck in the carpark
- Widened car park
- Balcony from the locker area has been slightly extended
- This balcony also now has a small fence
- Locker area lockers have been slightly moved
- Locker area also now has a few crates for sneaky uncloaks and building placements
- Upper room leading to B has been completely replaced
- Hallway leading to B has also been replaced, and has a drop down area that connects it to the upper room previously mentioned.
- Another set of barrels has been added to the entrance of this lower hallway to prevent sightlines that previously were not a problem
- This also allows even easier access for scouts to get into that higher room from the front

=Point C
- Shortened the ramp at C
- Widened hallway leading to stair room at C
- This in turn also widened the stair room a little
- Moved the truck closer in at RED spawn
- Lowered last cap time all the way down to 2
- Widened last cap area
- Removed arrow at C
- Shortened the ramp in the room near the stair room at C
- Changed the stair room kits from small to medium
- Added barrels and crates underneath the balcony at last to prevent building there (I hated that sentry spot)
- Added a small ammo pack in a tiny ident in the wall behind C
- Added a room to the right side (looking from front entrance)
- Added and moved some crates on the RED balcony on C
- Added nobuild on top of those crates
- Changed the lower door near the stair room to have a one way door
- Added some barrels as cover near C
- Re-Added the ramp to the pathway leading to BLU's C balcony
- Also added some trees in front of that pathway
- Extended the shipping container area
- Added (climbable!) rocks to the shipping container area
- Slightly altered the entrance ramp on the main door to C
- Added a window to the main entrance of C
- Extended the BLU balcony slightly
- Nobuild added to the back room of RED
- Window in side room slightly altered to look nicer
- The roof in this room has also been ever so slightly lowered

=All New Area=
- A larger area has been created to extend the travel times from A to B
- Car park has been moved further up
- In response to this, a whole new area has been created for the side of A
- It contains many potential teleporter spots for both red or blue, reasonable flank routes behind A, and a good sniping area for the car park.
- The hallway that once led from A to B now leads to the car park and is slightly moved and widened.
- Feedback would be greatly appreciated for this area!

Update: 3 Sep, 2015 @ 12:32am

a4 - A carefully tweaked sandwich

- Fixed a couple of texture bugs
- Made the side room to A less ugly
- Finally fixed respawn times and cap bonuses
- Added further protection to sewer area spawn door
- Changed height of a part of the left-most room from C, to give more of an advantage when walking down the hallway
- Added slight decoration to BLU spawn
- Also added a big ray gun right near RED spawn. The sign out the front talks about weapons, so where is one?
- Added a passage from the escape room down in the water area up to BLU spawn
- Fixed a small space next to the ramp in the car park area
- Added an indicator to most of the health/ammo packs to show where they respawn except for the centre shipping container and underneath the
bridge, for obvious reasons.
- Re-did the car park area
- Also removed one of the entrances leading from the car park area to B to increase certain travel times
- Added clip above the wall between the car park and A
- Moved and widened the entrance to the big hallway leading to B
- Widened the high area looking down on C and added a barrier
- Added more decoration around that area
- Removed ramp from shipping crates to that higher area, now you must either take the slightly longer way or blast jump up there.
- Added signage

Update: 26 Aug, 2015 @ 12:07am

a3 - A nice looking sandwich

- Redesigned RED Spawn to be more like the Borneo last RED spawn, to prevent point spamming
- Added a second exit to RED spawn
- Changed the left room to C a little, affecting sightlines and the like
- Added a door that closes on cap of B to B's main enterance towards the shipping containers
- Added two other doors that open on cap of B to counter this
- Removed the more or less redundant health and ammo packs near RED spawn
- The room with the ramp to the left of C has been widened
- Textured BLU spawn and a little bit of first point!
- Added a barricade to the "Sewer" exit of BLU spawn to stop spamming directly onto the landing area
- Also added an extra spawn room down there just in case you realise being down there is a very bad idea

This will probably be the only texturing i'll be doing for a while, and if anything looks like crap, tell me!
As always, keep the feedback flowing in people. It's vital to the map's life!

Update: 23 Aug, 2015 @ 1:11am

Change notes for Sandvich Storage BETA v1.12

- Fixed a few bugs
- Added a plank to climb on top of a crate near B

Your feedback is important everyone! Keep the comments coming in and I can make this map great!

Update: 19 Aug, 2015 @ 5:22am

Change Notes for Sandvich Storage BETA 1.1

- BLU Spawn door has been fixed!!
- Added lines indicating point capture zones to B and C, and tweaked the ones on A.
- BLU spawn is now also bigger
- Added a one way window to BLU spawn to prevent any suprises when you leave spawn
- Opened up the area around A a little more
- Changed height of some doorways and of the roof on last.
- Tweaked respawn time (I think?)
- Moved the bridge to A to increase walking time to get to A for slower classes
- Changed water area to match the new scale of A
- Also completely reworked the side room to A
- Skybox is now much lower, but still prevents free rocket jumping, sticky jumping, etc.
- Added nobuild to stop unfair sentry and teleport placement
- Removed useless ramp to the side of A
- Added death spectator cameras
- Slightly opened up the car park area

Update: 15 Aug, 2015 @ 7:43pm

Sandvich Storage 1.0

- Uploaded map

These are some exciting times kids