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Old 12-08-2008, 05:22 PM   #11
cornontheCoD
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^ Those linked to the same image.

I realize the map isnt perfect in terms of visuals. Obviously, it isn't perfect in gameplay, either, so that is why those doors are just placeholders. Once it goes into beta I will go into more detailing. right now it needs to be like that so I can change the layout efficiently
 
Old 12-17-2008, 12:44 PM   #12
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a3 is out!

http://forums.tf2maps.net/downloads.php?do=file&id=842

changes to a3:
made C area smaller, with layout changes
a few layout changes to A area
layout changes to B area
RED team can no longer enter BLU's spawn area
increased cap times
other minor fixes
visual tweaks
 
Old 12-20-2008, 04:10 PM   #13
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Any more comments from gameday that anyone wanted to reiterate? comments/suggestions?
 
Old 12-24-2008, 11:50 PM   #14
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a4 is up!

http://forums.tf2maps.net/downloads.php?do=file&id=863

I am going to go into the beta stage soon. once I can optimize it so that I can compile it on normal settings, I will be happy. I am hoping that the longer cap times add more of a balance for both teams.
 
Old 01-04-2009, 12:57 PM   #15
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not many people were there for my map on gameday. Thanks to anyone who helped test it though. I will be moving to beta soon
 
Old 01-04-2009, 03:16 PM   #16
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I have put the map in rotation on a server (see signature), hope you don't mind.

Other feedback: the map feels alittle gloomy, you could try setting the sun (environment_lignt) angle a little higher so that there's a little sunlight in the map
Also, a few people have commented on the sizing on the map, not that the map is too big but rather that buildings are oversized/overscaled.. you feel really small in some places.

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Old 01-05-2009, 05:41 PM   #17
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I'll be sure to make those fixes and let you know when it's updated
 
Old 01-08-2009, 02:13 PM   #18
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a5 is out!

http://forums.tf2maps.net/downloads.php?do=file&id=900
 
Old 01-10-2009, 05:19 PM   #19
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some things I found:








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Old 01-10-2009, 05:27 PM   #20
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I didn't notice any major changes since last time i played.

The gameplay seemed alright. C is tough though.
1: it's very wide open and even the tunnel from A to C at the bottom is closed off but chicken wire so you can't really suprise anyone coming out of there.
2: demos and soldiers can get above C but noone else, that makes it really hard to kill them. unlike B in Gravelpit where they can get on the roof and shoot trhough a small hole into the point, on this point they aren't exposed (like GP B on roof) and they have a huge hole to shoot through and a huge platform to hide on.
It's really hard to get any shot on them and they have full access the the entire point.

Visually there are alot of things that could be cleaned.
1:chicken wired needs to be about 80% smaller. It's huge now and looks odd.
2:by A there seem to be alot of seams/mismatched brushes.
3: the A sign in spawn casts a weird black line shadow in the doorway.

But I'd say the one thing that needs most work is just some cover on C, it's like a huge rectangle. Some building pathways from front to back or midway. Make it friendlier for attack.

Oh yeah, seems like defense on C might have real short spawn time but attackers have pretty long time, seems backwards.
 
 

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