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Cylence
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Map Name: Gauntlet
 

Map Version: Beta
 

Released: 09-05-2009
 

Last Update: 05-28-2010
 
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Gametype: Control Point


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Default Gauntlet

The fifth beta is now up.

Gauntlet is a linear 3-point A/D CP map set in an undisclosed alpine location on a cold, wet fall day.

I sought to add a dynamic element to this map in the form of a train that regularly tears through a small mountain pass in the middle of the map. The train allows teams to quickly move reinforcements and less mobile classes to move in-between elevated positions. When blu captures point A the train no longer has flat beds to give red quick transit to A. Red is forced to climb the point C tower to jump on the boxcars if they wish to ride the train. When blu captures point B the train starts going the other way with a single boxcar making it difficult for red to use the pass anymore and forcing them to start defending it.

I hope that this map will encourage a good mix of direct combat, flanking, and offensive engineering. Any feedback will be greatly appreciated.

Alpine rocks created by VelvetFistIronGlove. Found here: http://forums.tf2maps.net/showthread.php?ltr=A&t=3367
Changelog
Beta 5:
- Added a forward spawn for blu that activates after B is captured.
- Capturing B increases red's respawn time
- Did some general optimization
- Removed the resupply in red spawn that was near the point

Beta 4:
- Fixed touching related train deaths when riding on the train
- Covered the point B sentry nook with fun, climbable junk that you can't build on
- Reworked point C to make the approach easier for blu
- - All classes can now traverse the boxcars to get to the point
- - The point C area is now sectioned off by the middle boxcars
- - Middle boxcars allow passage through them
- - Moved and re-sized the windows on the point C building to give the attackers an easier shot at any sentries on the point
- - Added a sniper fence to the C building to limit sight-lines for defenders
- - Added boxes next to the adjacent building to limit sight-lines and offer a way up onto the boxcars
- - Removed the red spawn exit that exited straight through the wall
- Red spawn time is increased more when B is capped
- Elevated middle tunnels so that they are slightly above train
- Tweaked ledge in blu spawn area to make it easier for all classes to scale
- Tweaked train gate shut times

Beta 3:
- Fixed being able to stop the trains
- Added nobuild to the tracks
- Adjusted spawn times (I don't think anyone will have to wait more than 8 seconds.)
- Modified red spawn to have safer access to the point
- - Added tunnel that starts outside red spawn lets out under point C
- - Added side building that contains stairs that enable the reds to safely climb up
- - The bridge is now a rock wall
- Adjusted capture times
- Increased the size of blu spawn a bit
- Adjusted health and ammo at point A
- Added a bit of health along the approach to point A
- Made the tunnels accessible to all classes from the area outside blu spawn
- Made the roof at point B accessible to all classes without the help of the train
- Nerfed the sentry nook on point B

Old 09-05-2009, 06:11 PM   #1
Om nom nick
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This map looks nice however some areas do need tweaking slightly. For example the texture on the bridge that the train passes over shouldn't be rock, it doesn't look right, and some cliff walls in screenshot 1 could use abit more love

Apart from that I like the idea and it's looking nice!
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Old 09-05-2009, 06:24 PM   #2
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Hey, thanks for the input. I'll keep those in mind when making the next beta. A little detail on the cliffs wouldn't hurt but, I'm kinda partial to the bridge. I think I will find some pictures of cobblestone bridges to aid in the design of a more aesthetically pleasing bridge.

Last edited by Cylence; 09-05-2009 at 11:38 PM.. Reason: Punctuation, Clarity
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Old 09-05-2009, 06:39 PM   #3
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I really like the concept with the train. Looks a bit small, but very inventive.
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Old 09-05-2009, 07:20 PM   #4
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are those rocks in the first screen custom props? if so where did you download those?
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Old 09-05-2009, 07:54 PM   #5
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Quote:
Originally Posted by JMRboosties View Post
are those rocks in the first screen custom props? if so where did you download those?
They were created by VelvetFistIronGlove. I have added a link to the description.
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Old 09-06-2009, 07:39 PM   #6
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Behold the splendor that is the cobblestone bridge!



Admittedly, my bridge has quite a ways to go. The main things that are needed are the block arch and a smaller cobblestone texture. I'm a little worried that my bridge doesn't have enough space between the rails and the top of the arch to be able to incorporate the arch blocks.
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Old 09-16-2009, 08:57 PM   #7
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Lightbulb It lives!

Here is my first attempt at making a better bridge.



It is definitively more believable than my first bridge. I reworked the structure and made both the textures on the main body of the bridge and the arch.

This is my first experience making a texture. I used despeckle and pallet brush on a base texture and then made it tile via offsetting and using a layer mask. I would appreciate any critiques or suggestions about the texture.
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Old 10-19-2009, 09:42 PM   #8
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Thumbs up Thanks for the Input

Thank you to everyone who played and commented on my map on game day. I took notes and reviewed the demo and have several ideas for improvements.

I plan on:
1. adding in some warning lights and bells akin to those in Well
2. shortening blu team's spawn (for point A at least, I perceived a decent balance in the battles for B and C)
3. slowing down the trains a tad to allow easier access to the trains and through the pass
4. seeing if I can replicate and fix the "phantom train" bug (it might be caused by high ping)
5. adding some detail in areas I'm pretty confident about



In the department of detailing, I feel my bridge is coming along nicely. This will probably be the version that goes in the next beta:



Feel free to post any suggestions.
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Old 10-20-2009, 12:45 AM   #9
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I like the new bridge textures!
But(lol): I think if there was a lip where the sides of the bridge went above the tracks, textured differently, that would be nice.
Also, if you could do something with the walls next to the first opening that would look a lot better, i.e. add another one but barred off.
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alpine, attack/defend, capturepoint, train, wip

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