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Atrophy
CTF Atrophy takes the best parts of the CP map Atrophy and mirrors them to create a unique and fast CTF layout.
It uses a linear rolling ctf mechanic, like in ctf_backpier, to prevent stalemates and keep games tight; as each round progresses, the intel briefcases will roll forward until they reach the middle. If the flag is taken, the cart will stop until it's returned; if it's captured the carts will roll back to the beginning of their track and creep forward once more. The flags cannot be captured unless the capturer's team's flag is resting on the cart.
The theme is of two ancient temples being renovated by BLU and RED; you'll find spytech scattered throughout the ruins and corridors. Enjoy!
Thanks to:
2f2f and F_M for playtesting etc...
ABS for prefabs, ent gallery and all
"FernFerret" for his capture zone signs
the Swamp team for used materials
Acegikmo for help, env gallery, and custom materials
Flame for playtesting, suggestions
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 Changelog |
B4:
Exploits eliminated associated with being trapped in capture zones
Sniper sightline in middle cut down
Small aesthetic changes
Various playerclipping issues resolved
Overpowered position near capture zone lowered
Cart speed multiplied by 1.25x
Other various changes
B3:
Flags now require ownership of both flags to cap (flag must be at home)
Optimization all around
Small geometry changes
-Fence added within base's courtyard
-Fence lowered near cap zone to allow headshots, projectiles to intercept carrier
Map now autoexecs server cmd disabling ctf crit bonus
Map now properly ends after time runs out
Cart speed reduced by 1/5th on return
B2:
Detailing pass
Lighting Fixes
Hull/clipping fixes
Hanging plank reduced to wooden plank
Pakratted properly
Optimization
Public release
B1:
Lighting Changed
Skybox Changed
Massive detail pass
Cart path widened
Sentry cover added
Adjusted health/ammo
Added filters to cart hurt triggers
More signs added
A1:
Private Release
Point C mirrored onto itself
CTF mechanics added
Various bsp changes to accomodate
Lighting/skybox changed |
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12-24-2009, 02:23 AM
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#1
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Needs Therapy
grazr is offline
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I don't believe the egypt textures really work as they are. They would benefit from some moss/grass/dirt overlays to fit with the alpine-ish theme you have going on.
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The Following User Says Thank You to grazr For This Useful Post:
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12-24-2009, 02:26 AM
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#2
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Grand Vizier
Ravidge is online now
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Lovely map, I played it a few days ago and it went smoothly. Quite a bit of tunnels to navigate, but there were lots of possible routes once you learned the map.
Not completely sold on the light blue/green fog you got going in the skybox!
Another great rolling-ctf map 
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12-24-2009, 02:26 AM
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#3
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L7: Guru
DaBeatzProject is offline
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I don't get it anymore. I played Atrophy yesterday in 2f2f (I killed your sentry with it's own rockets, remember?), but it looked nothing like your pictures? 
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12-24-2009, 02:31 AM
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#4
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L7: Guru
Jonah is offline
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Are you sure it wasn't the cp version?
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12-24-2009, 03:11 AM
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#5
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The Welcomer...
Engineer is offline
Posts: 978
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Thanked: 322
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IMO the Egypt textures are a bit out of place, but it still looks nice 
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12-24-2009, 04:59 AM
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#6
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Veteran Member
Randdalf is offline
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Looking real good.
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12-24-2009, 06:29 AM
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#7
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Thunderclap is return :o
absurdistof is offline
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I agree with what everyone is saying about the egypt textures, even though I do think it's an interesting combo..
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12-24-2009, 06:33 AM
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#8
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Veteran Member
Tinker is offline
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Thanked: 262
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Egypt textures look fine imo, but get rid of the hieroglyphs. They're pretty out of place.
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12-24-2009, 10:30 AM
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#9
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Currently MIA
MangyCarface is offline
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Thanked: 702
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There is no alpine theme, and they area already smothered in moss overlays : /
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