FRAGWAGON

Posts tagged ‘level design’

TF2 Devs on Mapping

August 1st, 2008

It’s very interesting to see what an organized methodology is in place for the Valve team when considering EVERYTHING. From new weapon loadouts to maps. Check out this fascinating glimpse into TF2′s official mapping process at the TF2 Official Blog.

CP_Lazytown (mapper Zeta) was one of the first fun, playable custom maps after TF2 was released in October of last year. The map had flaws; it was very plain-jane in the visuals, and it was tough to “cap out” on. That made for some intense battles but felt unsatisfying….it didn’t seem to have momentum. Also, [...]

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