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Old 06-21-2012, 02:48 PM  
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RED and BLU have set up both their bases nearby a major distribution site atop a desert peninsula nearby two rivers. (Betcha didn't see that one coming: look into the skybox, they're there) The two corporations each want control of both the rivers and the major...
 
Last edited by PDT; 08-29-2012 at 02:21 PM.
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Old 07-12-2012, 04:42 PM   #30
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The best dynamic elements are the predictable ones. For example, in Namicott, it's pretty obvious where the point is going. Here, it just moves up and down, it seems, whenever it feels like it.

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Old 07-12-2012, 10:15 PM   #31
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I said this in the feedback too, but it adds nothing to the map. It's annoying when I'm screwing around in a pub and I would hate it in Highlander. If you can, send me a version with a static point for next Monday's Highlander test or I'll just run this last if at all.
 
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Old 07-13-2012, 01:11 AM   #32
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Quote:
Originally Posted by Idolon View Post
The best dynamic elements are the predictable ones. For example, in Namicott, it's pretty obvious where the point is going. Here, it just moves up and down, it seems, whenever it feels like it.
in namicott you also can get on point at all times. here from what i noticed (i was sniping the whole map) when the point starts moving it can be hard to get on it, especially from below.

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the fact a map recieves feedback from us at all is like a God send

 
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Old 07-13-2012, 09:17 AM   #33
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This is the main spot I mentioned. For some reason I kept running right into this room (technically the one on the red side). Possibly due to the level of detailing it has relative to the areas just next to it.

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Another area I kept feeling drawn to due to the detail, even though it was a generally pointless area to go to unless you were a spy decloaking.

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I think I get what you're trying to do here, but the windows are too big and the wrong style for the rest of the map. They really should be more traditional TF2 windows. And people wouldn't go up to them and then say "hey, wait, these are windows."

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I know it's an alpha, but you should remember to fix these lights when you start detailing. They're too yellow and too fuzzy bright for such a sunny day.

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I think the viaduct influence is obvious here.

You know, if you extended those structures on either side of the point (the ones with the big circular doors to go below), you might be able to reduce both the sniper coverage and spam (at least when the CP is topside). Further, if those were tall enough and then had something overhead, you could put some crane props/structure there to explain why the point is going up and down. Think of it like an upside down U over the point. Maybe something like this:

http://i11.photobucket.com/albums/a1...ane_a6_05b.jpg

Anyway, hope that helps.

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Old 07-15-2012, 03:17 PM   #34
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Alright.
A7 is being worked on, hopefully finished by the middle of next week.
Yyler will thank me for this: reworked mid! No more dynamics! I actually got a nice test on this privately and that was the main complaint. So I removed it, or in other words make it in its own visgroup and hid it, so I can bring it back if anybody may want it.
Screenshots are not available at the time but I am sure it will be done by next gameday. I'll get it tested and hopefully the negative responses will shift towards something else.
Aesthetically it's moving nicely, hopefully less than 2 weeks before a beta comes out.
I'm looking forward to that, cheers.

(sadly I won't have it done by next highlander match, yyler, but if you host one again next week I will get a7/a8 to you. Thanks for the help.)

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Old 07-15-2012, 07:32 PM   #35
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alpha 7
major change: no more dynamic point
http://dl.dropbox.com/u/84556731/kot...ane_a7.bsp.bz2

ta-da

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Old 07-16-2012, 05:14 PM   #36
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So if anyone can suggest to me a way that I can get this pub/highlander/6v6 tested I'd thank you, if you could test this yourself than I'd thank you more.
And since alpha 7 has no more dynamic point I'd think there's nothing in the way of it.

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Old 07-18-2012, 12:46 PM   #37
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(quadruple post and 100th post, hurrah)

ALPHA 8
Major changes:
Detailing to 85% of geometry
Preparation for beta
Clipping
Optimization

Download:
http://dl.dropbox.com/u/84556731/kot...ane_a8.bsp.bz2

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Old 07-19-2012, 03:01 PM   #38
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So from this recent test, I got mostly technical feedback, anything anyone has to say?
There were 4 rounds completed (thanks everyone) but BLU won all 4. Was something on the RED side that broke balance? Was that odd error with the dead-end what broke it?

Feedback pls.

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Old 07-26-2012, 01:48 PM   #39
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fun map.

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the fact a map recieves feedback from us at all is like a God send

 
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