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Estate 



Map Version: Beta 
Type: CTF
Released: 06-01-2011 
Last Update: 06-11-2011 
MangyCarface
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Default Estate

CTF Estate (aka mangy's frankenmap)

Estate is a bilaterally symmetrical CTF map fought out on one of the many properties the Mann brothers were forced to evenly split between each other. Unlike standard ctf maps, every time an enemy's flag is captured, the flag moves back along one of 4 points and with it that enemy's capture zone. Once a team has captured the flag at all 4 locations, that team wins the round. (Note: after the CTF version has been completed, a 5CP version will be released as well.)

Estate was constructed out of some of my favorite parts of my maps, with the exclusion of Yukon and Frontier.

Credit to:
ABS and penguin for bug help
Acumen and Spud for models
Void for some material work
Icarus for the excellent HUD icons
Rexy
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Changelog

B1: Public release
B1 Re-upload: Patched in missing blend texture

B2: Initial Testing Result Patch
Small lighting + prop adjustments
Fixed flags resetting to original location every time
Fixed flags not updating their return times
Fixed BLU respawn cabinets
Removed CP hud icons (too confusing it seems)

B3: Further testing patch
Brought back CP HUD icons, adjusted their usage and positioning.
Renamed points to A/B/C/D for ease of understanding.
Adjusted signs and added LOTS of signs to always point towards the fountain/center of map
Lighting adjustments for aesthetic sake. Updated some screenshots here with the new lighting
Moved the locations of C and D slightly based on feedback.
Prop and clipping fixes, as well as fade distances.
Removed wood bridge to elbow hallway.
Turned frustrating dead end into pathway!!
Added some small HP in the halls near mid.

B4: HUD update
Replaced CP icons with Icarus-made intel icons! (<3)
Small geometry / prop shifting to ease movement

B5: Semi-emergency bug patch
Flags no longer go haywire after >1 round
Lighting adjustments

B6: Feedback/Redetailing
Roundtimer removed
Flag times adjusted to 5/15/22/30(from 0/10/20/30)
Current flag pedestals now highlighted like the flags themselves
When the enemy flag is away from base, players will see a CAPTURE ZONE graffic ringed around their current pedestal
RED/BLU sides redetailed for further distinguishing:
-Building profiles revamped
-Extra materials created/added
-RED/BLU spawns redone to reflect their owners' tastes
-Lighting adjustments for visual sake
-Tree colors changed on RED side
-Natural surfaces palette swapped to fit color scheme of sides
Gameplay-related ighting adjustments based on feedback (everywhere)
Steep slope converted into stairs, routed into new sentry-killing building
Clips adjusted; area beside A cap points clipped off to route traffic closer towards center
Various bug fixes



Old 06-01-2011, 11:07 PM   #1
MangyCarface
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Please note that the current file is still uploading, and has not been resource checked nor tested. I would personally appreciate holding back on downloading til I can confirm everything is okay!

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Old 06-01-2011, 11:19 PM   #2
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Interesting theme you have here, Mangy. I'm assuming this is a competitive based map?

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Old 06-01-2011, 11:38 PM   #3
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It's not competitive persay, but I will try to make the 5CP version competitively viable.

BTW, checked resources and reuploaded. Feel free to dl now!

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Old 06-02-2011, 12:44 AM   #4
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The spawn room below a fireplace looks absolutely ridiculous, but I like the rest of it, especially the fountain. The fountain is incredibly clever.
 
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Old 06-02-2011, 12:56 AM   #5
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I'm really eager to see some new usage out of the manor props! I'm surprised this is one of, if not the first map I've seen to use them.
 
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Old 06-02-2011, 01:34 AM   #6
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Can you please clip all your stairs?

Also inside the fountain there are a few nodraw faces

On the curved flank just behind the first intel spot, if you double jump, you can see under some displacements

And when I capped the intel the first time it went to a stalemate. Next time it worked fine though.

When trying to get the enemy intel at C, following the arrow sends you in a loop back to the fountain area, which is annoying.

I'm rarely lost on a map (I think I've only been lost on one other non-gimmick TF2 map), but this really feels labyrinthine.

And finally, after capping the intel twice and switching teams, I either couldn't cap the (previously enemy) intel or at least couldn't find where to cap it. The arrow pointed outside the map.
 
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Old 06-02-2011, 02:43 AM   #7
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whoo double posting

These are self explanatory:
http://i.imgur.com/nIWvl.jpg
http://i.imgur.com/T7e20.jpg

Something weird happens to closed doors:
http://i.imgur.com/lulUj.jpg

I legitimately hate seeing this:
http://i.imgur.com/cvt26.jpg

I find myself wanting a C to pre-A route of some kind. Spawning and facing that slope to the window really sucks because it means I end up going to the slope, realizing my mistake and then circling around towards A instead, which adds 5 or 6 seconds of walk time, or it felt like it anyway, and I was playing Scout. The B to B and C to C walk times are insanely long as Scout and what makes them worse is zero signage (or overwhelming signage in the area just outside of spawn) and the dozens of small loops and switchbacks and dead ends.

The side paths are very natural looking, but all very narrow or else they are narrow at one end, which is frustrating, because as a light class I feel like I have no room to move around and do anything. Even open areas are filled with things, like trees or the fountain or a fence or whatever, eating vertical space or just getting in the way a bit.

As ugly as the HUD was in b1, I missed it. I had no way to know from looking anywhere at my screen how far my team or the enemy team was in terms of caps except by guessing at the general direction and distance to the flags. If there weren't flag outlines I'd have had no idea. Speaking of the HUD (and signs in general), why are you using "_ A B C" instead of "A B C D"? It just makes the pre-A cap hard to talk about, imo.

As it stands I'm not too crazy about this map. You've basically created a new theme (again) which is clever, but the map itself is lacking. I think you're onto something with moving cap points, but the propensity for Engineers to set up at C regardless of where their flag is was a bit disheartening.

Also I can only see that one part of ctf_atrophy in this. Everything else I don't recognize.
 
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Old 06-02-2011, 04:39 AM   #8
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Artpass in the first and third screenshots. Wildfire in second.

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Old 06-02-2011, 04:45 AM   #9
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You beat me to it Jonah.

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