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Alpine 



Map Version:  
Released: 05-04-2009 
Last Update: 05-03-2009 
NiklasU
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Wink Alpine










Update #4
  • performance improvement
  • made the tunnel exit bigger
  • placed a tree to hide snipers view
  • added some more lights in darker areas
  • added particel effects
  • bugs fixed


Update #3 (The alpine update)
  • BIG performance improvement
  • MUCH MORE detail ...
  • ... and better looking trees
    (look at the screens below!)


Update #2
  • performance improvement
  • added a shed for attacker's advantage
  • placed some more barriers to hide snipers' view
  • bugs fixed


Update #1
  • Added a fully destructible chain bridge
  • Added a gate which can only be opened from the inside
  • Bugs fixed
  • Performance has been improved a bit (more improvement
    will come with the next update)


v2.1.0

Official server: 208.167.232.36:27015











[ame="http://www.youtube.com/watch?v=1n-jLwiworY"]Trailer 2[/ame]
[ame="http://www.youtube.com/watch?v=lnFzU-4xQt0"]Flythrough[/ame]
Trailer
IngameVideo


Send questions and bug reports to mail2niklas@googlemail.com
by Games4Nik




Old 05-04-2009, 10:59 AM   #1
Hanz
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As I said in the other thread:

It looks really good, but a few things:

-Maybe you should change the name? Pl_Alpine isn't that very original, imo, maybe try find another one?

-It looks very sniper friendly at that long bridge, I'm not sure, maybe it isn't, but it looks like that.

-Maybe you can make the last point a bit more spectacular, now it looks really boring.

I will play it if I have time!

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Old 05-04-2009, 11:01 AM   #2
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confused, is it Alpine? or Alpine | Out now?

Looks nice although WAY too sniper friendly.

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Old 05-04-2009, 11:20 AM   #3
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Alpine ... ^^
 
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Old 05-04-2009, 11:22 AM   #4
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Quote:
Originally Posted by NiklasU View Post
Alpine ... ^^
Ah, gotta change name accordingly, editing to Alpine.

For a first map this looks really nice, i haven't had a chance to run around it yet, but I'm impressed.

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Old 05-04-2009, 02:03 PM   #5
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______________________________________


Ok guys, for all of you who want to betatest my map
can take part at the TF2Maps beta tests on Suterday.
Click here for more details.



______________________________________
 
Last edited by NiklasU; 05-08-2009 at 12:23 PM.
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Old 05-04-2009, 05:09 PM   #6
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We played this at the twisted servers saturday night, the main problem was optimization. Everyone had VERY low FPS, mine dropped to about 30 in most areas, and I get a solid 70-75 in most other maps. Everyone elses was well below that. Layout wise, it was pretty Sniper friendly outside, and the inside buildings by the carts path made Engys pretty hard to kill. I think first step is to optimize though, then we can retest
 
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Old 05-04-2009, 11:56 PM   #7
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Yeah I'll try it but I had some probs that the Areaportals didn't work on some
doors or wondows (there haven't been lacks or func details around it).
When I'll have still such problems I'll come back to you guys
 
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Old 05-05-2009, 09:33 AM   #8
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Ok so i'e just played a 24 on alpine, the map style is nice, pretty awesome but there's some major flaws in the gameplay.
- The map is way too much sniper friendly, score of our snipers was twice for attacker and triple for the defense (and not the best sniper of the server). Too many straight line.
- No sentry spot, there is almost no spot where an inge can build a correct base in order to slow or blocked blue team, i'm not talking about bunker that can not be taken but just places where the attack team must work together and use some ubers.
- the final point is dramatic, the moment when the cart is in the only path the red team is stuck on the last point and can't do anything except for soldier and demo who can go by the upper acces

The final path is way too small especially with the opening over it wich make it so easy for demo spamming and soldier ( i myself make 11 frags just falling over the blue team)

- The upper acces is an open-bar for spawnkill (which is a problem also at the beginning of the map for the blue team especially the opposite building which is a sniper haven)having the red spawn on the side of the point make it just too easy to block and doesn't give the red team a chance to fight back(accepting the fact that the blue team passed the narrow corridor which never happens on 4 rounds).
- The red team defenitively needs an alternate road to fight back.
- The sniper tower inside the red team spawn is an awful idea since no one except another sniper can kill him since spy can't do their job.


Bug found :
Red spawn people get stuck at those two marker :

TP can be build inside spawn which make it impossible to be destroy and sometimes (happens to me twice) block the way.


Also the map needs a lot of optimisation, i did a vote just to check and around 68% of people were lagging.

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Old 05-05-2009, 10:37 AM   #9
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Thx for all these bug reports and I'll see what I can do.
Maybe someone could send me a msg etc. when a Alpine server
is open that I can test the my
map with other players, too ^^
__________________________________________________ _
I'm also planing a bigger RED base (like in badwater) ... maybe then
RED has more chance to defend.
__________________________________________________ _
And in my opinion there are some places to build the sentry. Like
in this Video ...
especially because the engy is one of my favourite calsses
 
Last edited by NiklasU; 05-05-2009 at 10:41 AM.
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