Old Map, New Paint
- MateoTheBold!
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Re: Old Map, New Paint
Oh wow...that looks really nice. Looks like the double gate has a quicker open/shut I assume?
Warpath Cup- FU-2011, FAIL 2012
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- Flash
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Re: Old Map, New Paint
Wow looks awesome, I can't wait to give this version a try.
- KILAAK LACKEE
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Re: Old Map, New Paint
IZ HAV LOTS OV GWREEN Y KNOT PINK
IZ LICKENG HEARTH HAZ BAUGHT HOUZE N COLORADOUGH
- Mad-Hammer
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Re: Old Map, New Paint
I knew it!!!!! Friggin' Kilaaks have been sabotaging my map. See, see.......the low ceilings and squirrelly player clips weren't my fault, it was all Kilaak skullduggery!KILAAK LACKEE wrote:IZ HAV LOTS OV GWREEN Y KNOT PINK
Now back to the news....................
The major revision I made to the map. After last Tuesday's playtest, I along with many others felt that the first point was now too easy to cap by the enemy. Could have been other factors such as we didn't have an engineer or something else but, I decided to make a change.
I timed the F1 version and with the tunnel gate open, the attackers had a 5 second advantage using the tunnels versus coming through the arch. So, here is what I did.
1. Using the screenshot provided, I did away with the hole in the floor on the upper level which gave the defenders a way to access the tunnels.
2. Gave the defenders a gate, ( the one to the far left in blue) which only they can access. It's a one way gate, it's access only which explains the "No Entry" sign.
3. At the far end of the tunnel, if you look closely, there is a sign that reads "Gate 1". That gate is the exit point for both attackers and defenders. It is also a one way gate. Once the player exits, he cannot retreat back through that gate. If I timed this correctly, the attackers now use the same amount of time to get from their spawn to that area regardless of what route they take. I'm hoping that with moving the attackers further away from the cap point, it will be easier to defend.
As far as any other changes, I just tweaked some lighting in the spawn areas and I'm still looking into the low ceiling complaints but, honestly, I can't find where I changed them from Warpath 2.
I'll let everyone know when Stevo has the upload.
- Mad-Hammer
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Re: Old Map, New Paint
Stevo sent me a PM, cp_warhammer_f2 is now available for download.
http://fastdl.thevilluns.org/tf2/maps/c ... f2.bsp.bz2
http://fastdl.thevilluns.org/tf2/maps/c ... f2.bsp.bz2
- Flash
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Re: Old Map, New Paint
I ran around a bit this afternoon and came up with one question:
http://steamcommunity.com/id/Flash/scre ... 6080895658
Should those little angled corner pieces be breakable like in Warpath 2? They make it really easy to get "stuck" when running through the archway if you aren't right in the middle.
http://steamcommunity.com/id/Flash/scre ... 6080895658
Should those little angled corner pieces be breakable like in Warpath 2? They make it really easy to get "stuck" when running through the archway if you aren't right in the middle.
- Mad-Hammer
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Re: Old Map, New Paint
If I do another version, maybe they'll finally allow me to call it Warpath VFlash wrote:I ran around a bit this afternoon and came up with one question:
http://steamcommunity.com/id/Flash/scre ... 6080895658
Should those little angled corner pieces be breakable like in Warpath 2? They make it really easy to get "stuck" when running through the archway if you aren't right in the middle.

- Mad-Hammer
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Re: Old Map, New Paint
Okay, I know you all didn't ask for it. I know you all have been playing F2 but, thanks to someone I won't name....Flash..... I made some minor tweaks to the map. As far as a change log goes,
1. Added minor architecture tweaks and removed the angled thingys that Flash as well as me didn't like.
2. Optimized some of the brushwork
Now the question is........Do we want another play test?
If you want to download F3, here you go,
http://fastdl.thevilluns.org/tf2/maps/c ... f3.bsp.bz2
If you want to play it, it's available on TV2 and I think the Events Server.
1. Added minor architecture tweaks and removed the angled thingys that Flash as well as me didn't like.
2. Optimized some of the brushwork
Now the question is........Do we want another play test?
If you want to download F3, here you go,
http://fastdl.thevilluns.org/tf2/maps/c ... f3.bsp.bz2
If you want to play it, it's available on TV2 and I think the Events Server.
- Soup Nazi
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Re: Old Map, New Paint
See the thing about final is... It should be final XP
Yea I'd love for another night of it. Maybe we'll bring it up at customs night a few times.
Yea I'd love for another night of it. Maybe we'll bring it up at customs night a few times.
=USV= [BB] [IV] [WARPATH] [USAHB] :TIME: :TOOL:
- Mad-Hammer
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Re: Old Map, New Paint
Eh, the changes made don't make it worthy of another play test. Maybe it will see some attention on TV 2, maybe not. It was nice....very nice to see it used and played in the Warpath Cup. Time to close the books and move onto the next project.Soup Nazi wrote:See the thing about final is... It should be final XP
Yea I'd love for another night of it. Maybe we'll bring it up at customs night a few times.
- M's
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Re: Old Map, New Paint
Agreed, whatever little cosmetic flaws there may be left over, they can stay I say.Mad-Hammer wrote: Time to close the books and move onto the next project.
- Soup Nazi
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Re: Old Map, New Paint
Now time to redesign wacky races!
=USV= [BB] [IV] [WARPATH] [USAHB] :TIME: :TOOL:
- Mad-Hammer
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Re: Old Map, New Paint
Find me the .vmf, and I'll do it.Soup Nazi wrote:Now time to redesign wacky races!
- Plinko
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Re: Old Map, New Paint
Honestly, it's good enough that I'd like to see an event with it on TV8. That might be too distruptive but it would be fun to see it with all Warpath regs for a change.
"I made all my gold into pants" - Ignatius

- Soup Nazi
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Re: Old Map, New Paint
To the google.Mad-Hammer wrote:Find me the .vmf, and I'll do it.Soup Nazi wrote:Now time to redesign wacky races!
=USV= [BB] [IV] [WARPATH] [USAHB] :TIME: :TOOL:
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