Old Map, New Paint

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MateoTheBold!
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Re: Old Map, New Paint

Post by MateoTheBold! » Mon Mar 12, 2012 12:00 am

Oh wow...that looks really nice. Looks like the double gate has a quicker open/shut I assume?
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Re: Old Map, New Paint

Post by Flash » Mon Mar 12, 2012 1:28 am

Wow looks awesome, I can't wait to give this version a try.

KILAAK LACKEE
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Re: Old Map, New Paint

Post by KILAAK LACKEE » Mon Mar 12, 2012 7:23 am

IZ HAV LOTS OV GWREEN Y KNOT PINK
IZ LICKENG HEARTH HAZ BAUGHT HOUZE N COLORADOUGH

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Re: Old Map, New Paint

Post by Mad-Hammer » Mon Mar 12, 2012 8:13 am

KILAAK LACKEE wrote:IZ HAV LOTS OV GWREEN Y KNOT PINK
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!

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.
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Re: Old Map, New Paint

Post by Mad-Hammer » Mon Mar 12, 2012 8:37 am

Stevo sent me a PM, cp_warhammer_f2 is now available for download.

http://fastdl.thevilluns.org/tf2/maps/c ... f2.bsp.bz2
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Re: Old Map, New Paint

Post by Flash » Tue Mar 13, 2012 2:39 pm

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.

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Re: Old Map, New Paint

Post by Mad-Hammer » Tue Mar 13, 2012 3:35 pm

Flash 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.
If I do another version, maybe they'll finally allow me to call it Warpath V :D , I'll take those down a notch or two. I have player clips to block a player from getting stuck on the corners but it doesn't seem to work very well.
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Re: Old Map, New Paint

Post by Mad-Hammer » Mon Mar 26, 2012 7:16 pm

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.
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Re: Old Map, New Paint

Post by Soup Nazi » Fri Mar 30, 2012 12:12 am

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.
=USV= [BB] [IV] [WARPATH] [USAHB] :TIME: :TOOL:

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Re: Old Map, New Paint

Post by Mad-Hammer » Fri Mar 30, 2012 11:53 am

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.
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.
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Re: Old Map, New Paint

Post by M's » Fri Mar 30, 2012 12:04 pm

Mad-Hammer wrote: Time to close the books and move onto the next project.
Agreed, whatever little cosmetic flaws there may be left over, they can stay I say.

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Re: Old Map, New Paint

Post by Soup Nazi » Fri Mar 30, 2012 12:11 pm

Now time to redesign wacky races!
=USV= [BB] [IV] [WARPATH] [USAHB] :TIME: :TOOL:

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Re: Old Map, New Paint

Post by Mad-Hammer » Fri Mar 30, 2012 12:24 pm

Soup Nazi wrote:Now time to redesign wacky races!
Find me the .vmf, and I'll do it.
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Re: Old Map, New Paint

Post by Plinko » Fri Mar 30, 2012 2:40 pm

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
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Re: Old Map, New Paint

Post by Soup Nazi » Sat Mar 31, 2012 12:01 am

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

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