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Released: 12-26-2009 
Last Update: 12-26-2009 
HellJumper
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PL_MANAGEMENT


This is a relatively short single stage payload map. Management takes place in an office building where RED is secretly hiding plans for a large spytech missile. BLU decides to blow it up (how predictable).

This map is fully working, fully textured, and fully optimized. It is still a work in progress though because this is the first version (and Murphy's law states that the first version will have glitches). I hope to playtest this map and weed out all the bugs.

Constructive Criticism please.

EDIT:
Ok so I just finished playtesting this map and the biggest response from people was that it was too open (as far as the first floor and last room go). I was just wondering for those of you who playtested this what I could do to stop this wide-openness. A couple people were saying it was too long, but I will ignore that because on the contrary, it is quite small.

The fixes / glitches that need to be done so far:
- Openness
- Some overlays
- Some doors apparently not working
- A small spot of no draw that should be removed


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Old 12-26-2009, 09:07 PM   #1
Fireman
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And RED curses the man who convinced them that an office railway transit system would be a super awesome idea.
 
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Old 12-26-2009, 09:07 PM   #2
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Quote:
Originally Posted by Fireman View Post
And RED curses the man who convinced them that an office railway transit system would be a super awesome idea.
For sure. Bob's mechanics decided it was the most efficient way to deliver pizza to the CEO's office.

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Old 12-26-2009, 09:28 PM   #3
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The map has some amaaaaaaaazing sightlines, namely the last screenshot.
Looks very spammy due to the lack of vertical space, especially around those cubicles

Can't say for sure though, get it up on gameday!

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Old 12-26-2009, 09:45 PM   #4
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Unfortunately, as I am afmk, I can't give this map a go around. But make sure you provide lots of vertical space and levels, indoor maps often suffer from this and become very restrictive when it comes to creative flanking for the jumping classes.
 
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Old 12-27-2009, 12:24 AM   #5
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Quote:
Originally Posted by Dr. ROCKZO View Post
Unfortunately, as I am afmk, I can't give this map a go around. But make sure you provide lots of vertical space and levels, indoor maps often suffer from this and become very restrictive when it comes to creative flanking for the jumping classes.
That's exactly what I had in mind when making this... I thought hey, the war update just came out and all so there will be spam everywhere. So I just thought why not make a non-soldier/demo friendly map?

And if you really wanna do some jumps, you can do so in the CEO's office where the roof is really, really high.

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Old 12-27-2009, 12:58 AM   #6
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One of the many perks of being CEO of a secret missile silo.
 
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Old 12-27-2009, 04:34 AM   #7
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A carpet texture would be great with this, in combination with the shiny dark grey tile texture.

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Old 12-27-2009, 05:05 AM   #8
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No sooner had RED built their 'miniature' model railway than some fools shove a bomb cart on there. Ironic.
 
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Old 12-27-2009, 08:06 AM   #9
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This map looks great!
Lots of open and long places... As you said "a non-soldier/demo friendly map"
I'd be happy to see how your map is improving
 
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