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MangyCarface
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Map Name: Atrophy
 

Map Version:
 

Released: 10-08-2009
 

Last Update: 10-22-2009
 
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Default Atrophy

This is a contest entry for the OZFortress Custom TF2 "So you Think you can Map" Contest. The thread for it is here.
I aim to please both pub and pug crowds with this one and am currently testing at both levels privately.

Atrophy is a mock version of tournament mode's stopwatch, where both teams get a chance at playing offense, and their final scores determine the overall winner.

In atrophy, one team defends as RED 3 open CPs; Their capture times vary from 12-15s. Upon a third capture, the first two CPs unlock, and the third unlocks after 20 seconds. The other team as BLU has 5:00 to capture the CPs as many times as possible. RED receives one minute of set-up time to prepare for the initial rush.

Each team, upon spawn, may choose from one of two teleport destinations to reach the playable map by. This allows players the chance to attack or defend the various parts of the map as they see fit. As points are captured, blue's spawn time lowers but red's remains the same, meaning that the difficulty curve as points lock is not as harsh as it could be.

After the time runs out, the teams switch and the previous defenders now get 5:00 to beat the first offense's score. After the 5:00 is up, the winner is declared and the map resets.

At any time players may press TAB to view the Team Scores, which represent the number of times they were able to capture the point.

The overall theme will be of a sunken and destroyed Mayan temple, reclaimed both by the swamp around it and the REDs that have begun to convert it into a base. My texture artist for this project is my good friend Acegikmo, who will be helping me set the theme of the map as detailing begins.

LONG CREDIT LIST:
  • Acegikmo: Textures, Teleport system, Layout Help!
  • 2f2f: Testing and Support!
  • ABS: Great prefabs! Helped lots! Entity support!
  • Swamp team: Great models and shit!

In providing feedback for this map, I am more interested at least at first in the effectiveness of the new mechanics in terms of gameplay, teamplay and fun; layout will take a lesser priority until the rules have been finalized. Things to look at: Capture times, setup/round time, Variable point values?, Spawn times, and Cap Reset times.

Thank you all-
Mangy
Changelog
A1:
Release

A2 :
Visual:
Lighting + skybox changed
First recolored material implemented
Brushwork:
Small changes to B templework
B position altered slightly to promote approachability
Entitywork:
Fixed bug where caps would not revert between rounds
Fixed bug where map would not reset itself after a win
Tied CP skins to ownership

A3:
Visual:
Displacements and prop implementation on a basic level
Brushwork:
Alterations to Blue spawns to cut down on camping
Major changes to B area
Major changes to inner tunnels
A elevated and simplified
Dead end re-routed to A
Changes to C for defense's sake
Pickups re-arranged
Various other undocumented changes:
Entitywork:
Fixed bug where points would not reset properly
Streamlined various entity chains
Adjusted capture times
Fixed briefing info

A4:
Brushwork:
Altered B area
Changed blu AB spawn exit
Added more methods of getting higher around C
Various pickup changes
More signage
Entitywork:
Cleaned up various bugs... lol not
Capping system changed, see A5

A5:
Entitywork quickfixes:
-Actually- fixed scoring system
Fixed bug where stalemates would result in map not resetting
Brushwork:
Changes to area around C, slightly, for the purposes of assaulting the point
!NEW CAPPING SYSTEM! Every third capture will unlock the first two, and then after 20s the third will unlock as well. This has vastly improved tightness of gameplay! Capture order is now very important- A will be very, very hard if you leave it for last, though the same holds for the other points as well. Choose wisely!

A6:
Balance changes to B, A
Respawn times tweaked with captures
Detail pass! Enormous changes
TODO: Fine detail pass

Old 10-08-2009, 09:47 PM   #1
Void
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Yay swamp theme!

Can't wait to see how the rest turns out.
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Old 10-08-2009, 10:32 PM   #2
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I have high hopes for this. And I know you won't fall short.

I can't wait to play this.
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Old 10-09-2009, 06:12 AM   #3
The Political Gamer
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Mmmmm new Mangy map~
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Old 10-09-2009, 06:30 AM   #4
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Very interested to see how this plays out.
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Old 10-09-2009, 07:01 AM   #5
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Got very interested about what you said in chat Playtest soon?
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Old 10-09-2009, 07:03 AM   #6
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Seems interesting, I'm a big fan of original ideas like this
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Old 10-09-2009, 07:07 AM   #7
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The gamemode sounds awesome, but the screenshots look a bit too dark to attract competitive players. Really excited to see how this turns out!
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Old 10-09-2009, 09:17 AM   #8
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You deserve a trophy.

Yes, it had to be done. Better get it over with, eh?

Can't wait to try this game mode, I think it sounds really fun and not very confusing as opposed to many other custom game modes. Nice theme too.
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Old 10-10-2009, 06:12 PM   #9
MangyCarface
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A2 released. Map approved for 'public' release. Enjoy.
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