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sd_backlot 



Map Version: Beta 
Type: CTF
Released: 06-29-2012 
Last Update: 06-29-2012 
Fr0Z3n
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Default sd_backlot

So, backlot is back, and instead of causing a confusion over at the arena thread, I thought I would make a new one.

Don't know where I'm going with this, don't know how far it will go. Don't know if it even makes sense. But here's this, take it as you want.

I've adjust logic on this a little bit, in hopes to make sd_, a bit more fun.

Changes:
5 second return time on flag
Doors at mid give advantage to whoever team doesn't own the elevator.

I want to try this map WITHOUT a timer first, just to see how it plays out. I will probably be adding a round timer though afterwards. (Probably 15 minutes, I'll use the lack-of-timer tests, to determine a good time that is frantic, yet fun).

The Red/Blue lines are the exits, A is the Australium, R is the rocket.
The only layout changes are around the Australium, and the extended spawns.

Dunno where this is going, just kind of want to explore the game mode, see what works, what does.

DL coming in the morning.


Changelog

_b1:
5 sec flag return time
mid doors open/closed based on who -doesn't- own the flag stand (subject to change)
Spawns now have more than 1 exit!
Added a rocket with a monkey in it.



Old 06-29-2012, 11:43 PM   #1
MetalKev
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From that second screenshot it looks really hard for non-jumping classes to get on the elevator when its almost at the top, that scaffolding is too far away. Gonna be hard to contest the rocket at that point if there is no way up there. Maybe the perspective of the shot is messing with me.
 
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Old 06-29-2012, 11:46 PM   #2
Spacek531
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now we just need sd_arena_backlot. Loads of fun.
 
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Old 06-30-2012, 05:14 AM   #3
Fr0Z3n
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Quote:
Originally Posted by MetalKev View Post
From that second screenshot it looks really hard for non-jumping classes to get on the elevator when its almost at the top, that scaffolding is too far away. Gonna be hard to contest the rocket at that point if there is no way up there. Maybe the perspective of the shot is messing with me.
it'll be a little tough, but one thing I wanted to fix about sd_ in this is dog-piling onto the point. What I want to try out, is if there is going to be dog piling, you have to be at the the start. High tower does something similar.
 
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Old 06-30-2012, 06:20 AM   #4
ZooL
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Finally someone make an other SD_ map ^^

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Old 06-30-2012, 08:11 AM   #5
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Okay, just had a test with this with 20 people.

I'd just like to say that it played better than I expected, but it still isn't good.

The major thing that people were saying is that they want a platform to get up ontop the elevator. I agree with this to an extent. The one thing I don't like about doomsday is that there is the high cliff/platform on next to the rocket. This gives a great height advantage, and causes spam down onto the lift. (it doesn't help that the playable "area" around the lift is small)

But, I would like to provide a way for players to counter players on the lift. So, I'm opening up these 2 platforms, these should provide a relatively balanced counter for the opposing team. Also give snipers a place to perch.




Other idea's: Touch return. I still don't know about this, Maybe I'll try it, who knows.
Timer: still don't want to add it yet.

it seems that once people played the map 2 or 3 rounds, it played "okay" and was apparently fun to some people, which I like to hear.

I'd love to hear some more feedback from you guys.
 
Last edited by Fr0Z3n; 06-30-2012 at 08:14 AM.
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Old 06-30-2012, 08:23 AM   #6
Wilson
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Here are my toughts.

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Old 06-30-2012, 03:44 PM   #7
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It's way too cramped for this gamemode, you need to extend the part of the flag and enlarge the map a lot.
 
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Old 07-09-2012, 07:53 PM   #8
Melvin D Engineere
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I've uploaded a video of your map from last week's testing.

TF2: sd_backlot_b1

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