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Dropoff 



Map Version: Alpha 
Released: 08-02-2010 
Last Update: 10-15-2011 
SURPLUS_NiNjA
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Default Dropoff

This is a CTF map. Its also my first map . I think the highlights of this map are
-Never need to walk past enemy spawn
-Multiple entrances to intel room
-A sentry can't block all routes into the base (Ala 2fort)
-There is a place to knock people to their death
-Lots of vertical differences

Its currently in its fifth alpha release. Thank you for playing it if you do and I hope you enjoy it.

There is a lot of vertical combat while keep with a goal of lowering need to cross spawn rooms and making it impossible to block a whole base with 1 sentry.

PS I would appreciate if you put this on your server you PM the IP. I don't have my own server and I would very much like to play this in action and so would some of my friends.

Any feedback is greatly appreciated.


Changelog

a4)

-Made underground tunnel not in water and removed 1 entrance to it

- Removed pillars from underground area, now it is rooms and not just pillars

- Added a wall to prevent abuse of ledge

- Improved lighting in some areas

- Added a faster route for teams to get to their own intel

Honestly I've had this sitting in my hard drive for awhile and I can't remember all the changes I made.

a5)

-Added details to entice people into running this on servers.



Old 08-02-2010, 11:21 PM   #1
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Looks nice, I cannot wait to play it.
 
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Old 08-03-2010, 12:38 AM   #2
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You better put in a Light_enviroment and some env_cubemap entities.
And when you take screenshots wright r_drawviewmodel "0" cl_drawhud "0" after you've written sv_cheats 1 in the console.
 
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Old 08-03-2010, 02:44 AM   #3
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also, even if it means your frame rate drops massively, take screenshots at the highest possible settings, it just makes your map look that much better.

But anyway, nice attempt at first map. Some long sightlines, especially along the top and through the middle, but you've done quite well considering it's your first map, and i'm only judging this from the screenshots

Maybe it might be a good idea to put a whole building in the middle to try and break up the sightlines instead of the rocks.

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Old 08-03-2010, 06:16 AM   #4
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You need to get rid of mat_fullbright, put some lights in your map!

Also, it might be a good idea to put some fences or cover beside that long cliff face to make some areas safer.

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Old 08-03-2010, 07:08 AM   #5
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Your map would look alot better if it wasn't full bright. To solve this uses lights such as Light_enviorment and make some lights. This maybe of some use to you :http://developer.valvesoftware.com/wiki/Lighting

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Old 08-03-2010, 07:11 AM   #6
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Ah to the joys of remembering your first map.. memories..

Anyway, as stated already you're going to want to add an env_enviroment in your map, then several light entities. Your layout is hard to follow in the screenshots (surprisingly enough), and having more than 3 entrances to an area (the intel in this case) just gets incredibly hard to defend. It also gets confusing. I like how you're thinking though, but there's only so much you can do to get around a team that turtles.

Great first attempt I'd say.
 
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Old 10-20-2010, 09:35 PM   #7
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bump for update
 
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Old 10-21-2010, 02:52 AM   #8
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From fullbright to no bright...

You really need to add some more lights to the map otherwise it becomes way to dark, also, the light for the sun might be just a bit to low, creating some huge shadows and not actually shining on the ground. Once again, you still have some long sightlines, especially on either side where there are no rocks/cubes/whatevertheyare.

Otherwise, some improvements from the first alpha, good job.

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Old 10-21-2010, 05:33 PM   #9
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Quote:
Originally Posted by red_flame586 View Post
From fullbright to no bright...

You really need to add some more lights to the map otherwise it becomes way to dark, also, the light for the sun might be just a bit to low, creating some huge shadows and not actually shining on the ground. Once again, you still have some long sightlines, especially on either side where there are no rocks/cubes/whatevertheyare.

Otherwise, some improvements from the first alpha, good job.
Thanks I've got some ideas in mind for the sight lines already but I really wasn't trying with the light I just wanted to get rid of full bright Also have you played the map or are just making the judgments off of screenies?
 
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