CTF Camping Trip [Final]

A forum dedicated to chat about maps and the Source SDK for any Mod including tips and tutorials.
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Jesus_Faction
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Post by Jesus_Faction » Fri Mar 20, 2009 6:46 pm

I felt like the side yard is too big and open and empty, so either add more props or bring the wall farther in

Ian_Suffix
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Post by Ian_Suffix » Fri Mar 20, 2009 9:36 pm

Side yard? Where the ditch is?

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Post by Jesus_Faction » Fri Mar 20, 2009 9:45 pm

yeah i think so
the part that leads to the vent

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Post by Ian_Suffix » Sat Mar 21, 2009 12:53 am

Ah, indeed. I'm thinking about some rubbish containers between the road and the ditch-- maybe a few on the road, too.

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Post by Ian_Suffix » Tue Mar 24, 2009 11:00 pm

AAAAND HERE IT IS! _b3!

Back to beta, although I release each map as if I wish it were the final. However, this isn't true at the moment, being that I've already made a small change (not in the normal field of play, however).

I discovered a terrible, terrible secret that I'm keeping because it's also hilarious. The hunt for the Engineer's secret power begins!

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Re: CTF Camping Trip [BETA3]

Post by Flobee » Wed Mar 25, 2009 12:28 am

It might just be me, but this new version is missing about 50 bajillion textures all over the place.

The tiles and the water are covered with that obnoxious black and magenta checkered pattern, and some various other bits and pieces are wire frames.
where doing this man.
where MAKING THIS HAPEN.

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Post by Gizanked » Wed Mar 25, 2009 12:48 am

yeah, the cubemap got all wonky for some reason it appears.
http://www.tf2items.com/id/evagizanked
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Ian_Suffix
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Post by Ian_Suffix » Wed Mar 25, 2009 3:25 pm

...huh. It seems that something went wrong in the zipping process. In any case, I've uploaded what should be the fixed version.
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Post by Guardian » Fri Apr 10, 2009 6:27 pm

I decided to run through it today and I found the indoor area to be EXTREMELY cramped (especially the stairs). Personally I would like to see the stairs widened... if that's possible.

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Post by Ian_Suffix » Fri Apr 10, 2009 7:09 pm

You're in luck! I took a fresh look at the brushwork today and managed to scrape up 48 more Hammer units into the stair case, expanding the 112 unit minimum to 160. It looks quite a bit different now.

However, the change is not so significant that I want to release a beta based purely off a wider stairwell.

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Post by Dog » Fri Apr 10, 2009 7:13 pm

Added to TV2.
Supporters and admins can load it until Infy and the gang decide whether to add it to the voting.
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Re: CTF Camping Trip [BETA3]

Post by Guardian » Fri Apr 10, 2009 7:58 pm

I'm extremely picky but here are a lot more things things that bug me:

The Spawn

I don't see why the spawns for both teams are so vulnerable. I can see why you would wanna be close to the action but at the same time it's extremely easy to spawncamp and might become annoying for one team if they keep getting owned when they walk out.

Solution
: Add a fence but also a ramp that allows you to jump/walk over the fence if your on the spawn side.

Backyard

Why can't you go into the backyard area behind each building... It would add a 3th exit out of spawn.

The Intel placement


That area around the intel is... hard to reach an engy could easy place a dispenser or just bodyblock to prevent capturing. Personally I'd like the intel to be more in the center of the room.

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Post by shimmybot » Fri Apr 10, 2009 10:22 pm

3th?

Cpt. Winky
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Post by Cpt. Winky » Fri Apr 10, 2009 10:51 pm

[quote="shimmybot";p="164910"]3th?[/quote]

yea, you know
1nd, 2rd, 3th, 4st, 5th
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:icon_heart: RIP TW 1954 - 2008

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Post by Ian_Suffix » Fri Apr 10, 2009 10:58 pm

Allow me to alleviate a few of your worries:

Spawning: There are already two exits to the spawns; it's unlikely that two people would organize an Unsportsmanship Event. In addition, if you can escape whatever lies outside, a regen cabinet awaits you that only you may access. Should things become out of hand, however, a respawnvisualizer could be added to the exit from the spawn yard.

Backyard: Isn't close to the action, should not be obviously accessible. Hee, hee.

Intelligence: It's a poor spot for any of them. People can jump over dispensers, a sentry would be vulnerable to fire from the back of the room, and if an Engy is bodyblocking, that team is already on the path to a loss. This is no time to be meek, Spies!

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