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Old 11-16-2009, 10:47 PM  
The Asylum
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NEW AND EXCITING!!



CTF_Checkpoint!

Are you tired of ctf maps that suck? Tired of Valve's inexplicable stiffy for bottlenecks? Don't want to have to go kill all of the...

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maybe we should have an Asylum night on the server sometime.

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Old 11-17-2009, 07:35 PM   #10
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No, those capture zones are an eyesore.

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Old 11-17-2009, 09:04 PM   #11
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Here's a crappy vid that shows the capping progress

[ame="http://www.youtube.com/watch?v=kz5y7IyosYs"]YouTube- ctf_valley- Cappin' the Intel[/ame]

For some reason the console records the .avi movie with a super-fast framerate, so the audio lags behind

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Old 11-18-2009, 11:08 AM   #12
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UPDATE TIME

CTF Valley A2

Fine-tuned some things that others have pointed out, so here they are:

CHANGES FROM A1

- Added another set of sniper fences along the posts of the bridges for each base. Also more ramps up into the battlement bridge, to reward crafty Spies and Pyros.
- Of all the things to forget in a map, why did it have to be playerclip? No more out of bounds tomfoolery for you, mister.
- Actual skybox YAY
- Put the trains on tracks and stood them upright
- Tweaked the super-awesome capture zone vault
- Fixed some cosmetic issues in RED's base when I was copying them from BLU's (Yes I started making BLU's base first. I'm a freak, I know.)

Now, SCREENS!


Red's base

Blu's base

Overhead

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maybe we should have an Asylum night on the server sometime.

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Old 11-18-2009, 11:29 AM   #13
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Like the new A2 image

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Old 11-18-2009, 11:16 PM   #14
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Like the new A2 image
Yeah, I tried to get it like the Doom box art, but the TF2 ragdolls in GMod can be a major pain in the ass to pose sometimes.

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Old 11-19-2009, 01:40 PM   #15
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*coughs*

By the way, what does everyone think of the idea of having the intelligence right beside the enemy spawns?

Believe it or not, I actually did some research as to why people hate CTF in TF2. Most cited 2Fort because of it's multitude of bottlenecks, only one real pathway to get to the enemy basement for classes other than Scout (aside from pipe/rocket jumping), and the fact that the intel is so far past the enemy spawn that, by the time you actually do get to the intel and bring it back up topside, everbody you killed along the way has respawned and camping the exits.

Some other people cited Turbine, saying that, while passing by the enemy spawn wasn't a necessity, the two "loop door things" to the intel room, the pit, and the railings getting in the way, made it just as Engineer-campable as the intel room in 2Fort, which nobody liked either.

Sawmill? Everybody must have given up hope on CTF, because nobody I asked talked about CTF Sawmill. I'm not a big fan of the bottlenecks there either.

Thus, the answer became clear. Make it easier to attack, harder to defend.

"But Asylum," you'd probably be saying, "where would the challenge be?" To you I'd say, "Well, can you cap the intel 3 times faster than the other team can cap yours?" Heck, you want a challenge? Try defending. Add this to the crit buff on capture, et voila! You'd have to be trying to get the map to end on a stalemate.

I have hopefully achieved this with the kind of layout that Valley uses. Maybe only playtesting the map will tell for sure. (hint hint)

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Old 11-19-2009, 02:25 PM   #16
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It sounds intresting, but I can't say that now. You should upload this map on the server and then see what people are saying about that. But I think that the gameplay could be too fast.

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Old 11-19-2009, 03:14 PM   #17
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Quote:
Originally Posted by Xy˛ View Post
It sounds intresting, but I can't say that now. You should upload this map on the server and then see what people are saying about that. But I think that the gameplay could be too fast.
You can do that here now?

Sorry, I've been gone for way too long.

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Old 11-19-2009, 04:15 PM   #18
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Okay, this is getting on my nerves. Make a different map.

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Old 11-19-2009, 04:36 PM   #19
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Quote:
Originally Posted by Nerdboy View Post
Okay, this is getting on my nerves. Make a different map.
What is? Why?

Why you gotta be hatin'?

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