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Bayou 



Map Version:  
Released: 08-09-2009 
Last Update: 10-30-2009 
Chaopsychochick
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Default Bayou

CTF_BAYOU is a capture the flag attack/defense map set in the new swamp theme by Andrea "Chaopsychochick" Gibson.

Objectives:

BLU : Take the intelligence to each of the four points.

RED : Prevent BLU from bringing intelligence to each point, RED can stand on the point to prevent captures.

Thanks to:
Mark "Shmitz" Major for the Intel Stand model
Alex "Rexy" Kreeger for the Intel Doors under B
Acumen (akkushaver@gmx.de) for the life savers
All the testers at Tf2maps.net and Calculated Chaos for their help in testing my map


Changelog

c
-----------
*Finished for contest
*Improved detailing
*Improved optimization
*Added basic 3D skybox
*Fixed detailing issues
*Removed path to D to make easier to defend



Old 08-09-2009, 09:15 PM   #1
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gaahh you beat me. I'm working on a swamp map too and was hoping to be the first to release one. I'll download and have a look around.

EDIT
this leaves the version of corporate i looked at in the dust. I haven't seen the updated version of that yet. Only a few concerns.
-the windows in the first blue spawn are a little strange. I though they would disappear when setup ended like in rampage devforts. perhaps replace them with bulletproof glass
-players shouldn't really be able to see out to the sides of the skybox. In this case, you can see the far edge of the water. I'd suggest cutting off the view of this or maybe make a shore on the far side. Just something to keep the player from seeing that he's on a floating block of water.
-the resupply cabinet in the first red spawn area is separated from the wall
-the intelligence is too low to the ground. On one of the points (i think the third one) it was actually intersecting with the cap base.

I actually have questions for you now lol. What kind of water is that and how did you make it? Is it cheap water or regular? is it one giant water brush with displacements sticking out of it or is it multiple brushes? I'm making water like that for my new map but I'm still trying to figure out the best way to go about it.

I like this map, it has a lot of potential and makes great use of the new swamp pack (especially the jetties)
 
Last edited by Bockagon; 08-09-2009 at 09:53 PM.
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Old 08-09-2009, 10:22 PM   #2
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Fullbright aside I actually really like how this looks. Pretty good given the short amount of time you've made this in! I'm impressed. I like how you mix buildings and swampy areas.
 
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Old 08-09-2009, 10:33 PM   #3
Chaopsychochick
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Obso:

Thanks for the feedback, I can fix the windows and intel. Also, I am gonna work on the skybox and all of that once I make sure the game play is solid. I am glad you like it, and I do have to agree that I like this one much better than corporate.

As for the water, I don't know whether or not it is cheap or not, I still don't know much about it. Though atm it is just a single brush for the entire map with displacements coming out of it. The water texture is the swamp water that came with the swamp pack.

Also, it doesn't make use of the jetties that came with the swamp pack, at least... Not yet, I will likely want to do something with them given how I have the docks and BLU spawn being a river boat.


Evang, it isn't fullbright, at least it shouldn't be. O.o

Did you get fullbright from DLing it? And if so, was your mat_fullbright set to 1?

Regardless, thanks! I am glad you like it.

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Last edited by Chaopsychochick; 08-10-2009 at 06:40 AM.
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Old 08-09-2009, 10:37 PM   #4
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Your geometry seems properly lighted, but your models are all fullbright. What gives?

You might have a leak, or some obstruction in your skybox.
 
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Old 08-09-2009, 10:38 PM   #5
A Boojum Snark
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That will often happen if the map loads with fullbright enabled and then you turn it off. It'll fail to update the light data on static props.

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Old 08-12-2009, 03:01 PM   #6
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The first point looks really open and thankfully there's not much sniper-sniper action going on, but I think that snipers will have their fair share of playtime over here. The first cap can be rather easily guarded by red with around 2 sentries on the balcony.

Unfortunately I haven't gotten far enough as blu after that. But as red, the path to point A seems pretty long during setup time. You may consider making a forward spawn. On the last point, the red spawn room had invisible walls behind doors, I think someone mentioned to you about that on gameday already.

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Old 08-17-2009, 02:07 PM   #7
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Fairly large update to a3, see change logs.

Please test it out and tell me what ya think!

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Old 08-22-2009, 03:00 PM   #8
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a4 is now up. I don't have new screen shots yet, still need to do that. But I think I fixed a lot of the massive issues plaguing a3. PLEASE check it out and let me know what you think!

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Old 08-22-2009, 05:11 PM   #9
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Here's those pics I took of the blue spawn buildable area:


 
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