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Waste 



Map Version: Final 
Type: PL
Released: 03-18-2009 
Last Update: 03-17-2009 
Icarus
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Default Waste

Waste (PL) - Release 2.0
by Eric "Icarus" Wong
Email: [email protected]
Download from FPSBanana
Download from TF2Maps

**Waste is currently part of the (^) Custom Rotation 208.115.116.51:27016**

5CP Tug-o-War Payload
Waste is a new gametype in which the payload can be pushed by either team. It plays similarly to other 5-point Control Point maps, such as Well, except that it places a stronger emphasis on teamwork to push the cart and coordination to flank the enemy. These alternate routes, although longer, usually provide health and ammo pickups not normally present on the main payload track.
[ame="http://www.youtube.com/watch?v=TecwHduBFZg"]YouTube - Waste Intro Movie[/ame]


Objective:
Escort the payload to the enemy base. Stand near the payload to make it move.

Other Notes:
Both teams can push the cart. The cart cannot be pushed while locked.


Make your own Tug-o-War map! - http://www.fpsbanana.com/prefabs/3527

INSTALLATION:
Unpack the contents of the .rar into your tf directory. Keeping the folder system intact will allow you to see the intro movie and thumbnail in the Map List.

FILES:
pl_waste_v2.bsp ;The map itself
pl_waste_v2.bik ;Intro movie file
pl_waste_v2.res ;Intro movie captions
menu_thumb_pl_waste_v2.vtf ;Map list image
menu_thumb_pl_waste_v2.vmt ;Map list thumbnail
readme_pl_waste.txt ;This file

Payload Cart By:
Z33W13R
Nova Silisko

Explosion Animation in part By:
Jive Turkey

Special Thanks:
www.tf2maps.net
Clan Woof


Changelog

RELEASE NOTES FOR V2:
Changes have been made in an effort to improve the game flow around CP2
-The cart is locked and cannot be pushed for the first 15 seconds after setup ends
-Item pickups have been modified to better provide thier benefits where they are needed
-Faster spawn times for attacking teams
-Toned down volume for factory sounds
-Geometry changes in area in front of base entrances
-Added staircase near CP2 for direct access to the upper level
-Widened major chokepoint that leads into the CP2 area
-Moved CP2 closer to defending team
-Added cover for defending teams near final CP upper level
-Several optimization changes and bug fixes



Old 03-18-2009, 12:31 AM   #1
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The new payload model is a work in progress.
 
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Old 03-18-2009, 01:00 AM   #2
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Icarus, I'm going crazy due to the number of waste products you're making (haha, pun). Go ahead with ctf dude, you have so many game versions of the map that it won't hurt XD

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Old 03-18-2009, 01:12 AM   #3
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Normally I'd say you're miliking the cash cow, but this milk so pure gold so keep it coming!
 
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Old 03-18-2009, 01:15 AM   #4
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fyi I do this out of my own personal enjoyment, so I couldn't care less if I was 'milking' it or not.

Regardless, the map is still awesome
 
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Old 03-18-2009, 01:27 AM   #5
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Haha we need TC_Waste next

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Old 03-18-2009, 04:39 AM   #6
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The lightning on the cart doesnt look very good in waste, even worse then it was in the orange map I made...

(btw, gj getting the cart there neutral )

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Last edited by Zeewier; 03-18-2009 at 01:53 PM.
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Old 03-18-2009, 11:08 AM   #7
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What's wrong with my lighting?
 
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Old 03-18-2009, 11:29 AM   #8
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I dunno what's wrong with your lighting, personnally I like it!
 
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Old 03-18-2009, 12:53 PM   #9
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Hey Icarus, here are the screenshots with comments - note that these are from B3.


What about adding a light there, to clear things up a bit? and let's take a closer look to what the red things are ..




weird formation of your fences, and a weird colour as well..


Maybe move the poster down? And the rack prop is floating (from this angle though) and your point_spotlights are to wide (you did this on a few more places).


Aargh?! Place a light source there please.


I think you used the wrong texture for your beams here (you did this on a few more places).


The beam is placed a bit too close to the wall (in the wall).. Once again, your point_spotlights are a tad too wide here.


Okay I think you'll know this already, the light goes through the prop. But, the prop is not placed in the middle of the wall, and I should do something about the height of the textures etc. (this is in cp_waste)
Ask me if you don't understand what I'm saying here, please!

So, again, these screens are taken in pl_waste_b3.


- DBP

PS: I looove the detailing!
 
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