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Tsawwassen
Your standard symmetric control point game type.
BLU and RED are fighting for control of a shipping terminal in Tsawwassen, British Columbia.
This map is a part of the TF2 World Server Rotation Project.
Alpha release here, so all comments, criticisms, and suggestions are very welcome!
Thanks to:
A Boojum Snark for his mapping resource pack
Nineaxis for his guide to overlays. They're not included here yet, but I will packrat them for the next release.
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11-02-2009, 10:40 AM
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#1
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L1: Registered
Botervloot is offline
Posts: 12
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Thanked: 2
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Layout looks interesting. Maybe a bit busy, because you can take all these different paths, but then agian, it's symetrical, so it isn't too much.
Work on the 'style'.
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11-02-2009, 12:35 PM
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#2
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L4: Senior Member
gamemaster1996 is offline
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I like it 
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11-02-2009, 03:11 PM
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#3
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L1: Registered
Exist is offline
Posts: 21
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Thanked: 7
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The 2nd pictures CP looks really open. Just a little more cover because it's a small space.
I also love that bridge ^^
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11-02-2009, 05:55 PM
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#4
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L4: Senior Member
absurdistof is offline
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Could we please get an overview? It also looks pretty detailed for an a1, but who knows, maybe it plays well.
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11-02-2009, 07:42 PM
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#5
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L4: Senior Member
FreeLance_FoX is offline
Posts: 251
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Very interested! I just ran through it and found there to be a few inherent problems, however, that you should really address before proceeding. Also I have a few small fixes.
1: The whole map feels HUGE. Even as a scout, the sheer scale of the middle area and the last area, plus the length of some of the hallways, is just too much! If you were to simplify the pathways and remove some of the areas between the CPs, I think that would do a lot to reduce this length. Furthermore, it would let the gameplay be a lot more linear. As it is, you even have a tunnel that goes all the way around 2nd (the long one from the 1st yard to the yard by mid). Those types of things don't work in TF2, they'll just dilute the gameplay.
2: 2nd is nice but the height-differences plus the railings is too much. I like idea of the lower and upper entrances but as it is, the lower one is a death trap.
3: On mid, I find the bridge CP to be very limiting. It's a cool idea, but add maybe one more way up for each side? Also, make the cap zone larger than the base of the CP, please. As it is, I assumed that the caution tape on the edge of the bridge meant that the whole thing was the trigger, but it's not! Finally, the crux of the V where the support things meet (even in height to the CP platform) is a spot where one can get stuck.
Good luck, I like the theme so far!
-FoX
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Current FoXy Projects: cp_spillway [Hydro 5CP] & Crusading For Competitive Leagues to Play Custom Maps!
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11-02-2009, 11:41 PM
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#6
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L8: Respected Expert
MangyCarface is offline
Posts: 1,124
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Name absolutely needs to be changed. A bad name can make your map unrecognizable to the player base, is a nightmare for admins, and generally a bad idea!
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11-03-2009, 01:49 AM
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#7
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L1: Registered
Martham112 is offline
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I know it may seem a bit silly for me saying this. But the reason the name is what it is, is due to the TF2 World Project in his post. Since his map is set on the dot that is positioned over the Tsawwassen area of Canada, that's why his has that name. Same with my map, Vladivostok
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11-03-2009, 03:39 AM
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#8
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L4: Senior Member
Tinker is offline
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Vladivostok, however, is a name everyone recognizes and knows already. In the OP's case, I'd go for "cp_boundary", with the full name CP Boundary Bay, as that is what's connected to Tsawwassen, but is an easier name to remember.
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11-04-2009, 07:20 AM
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#9
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+ Bird
Randdalf is offline
Posts: 543
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Thanked: 157
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Ts-was-waagaaden-what?
Server owners would also need to remember how to spell it (if they used rcon, which... isn't that common).
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