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Alaska 



Map Version: Beta 
Released: 01-10-2010 
Last Update: 06-29-2010 
zpqrei
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Default Alaska

ALASKA (CTF)
(ctf_alaska_b5)

Gametype: Standard CTF
Players: 2-24 (32 max)
Author: Tom "zpqrei" Pritchard
Contributors:
  • Frazer "Midget31394" Grant
  • David "Selentic" Simon
Thanks:
  • Anton "DaBeatzProject" Lecock
  • Billy "MrBlob" Hicks
  • Dario Casali
  • Aidan "Owlruler" Currah
  • Aaron "Psy" Garcha
E-mail: Here
Version: Beta 5
Download: Link
Pictures: #1 #2 #3 #4


Changelog

10th January 2010 - Alpha 1.

10th January 2010: Alpha 2.

10th January 2010: Alpha 3.

11th January 2010: Alpha 4.

13th January 2010: Alpha 5.

11th April 2010: Alpha 6.
  • Major gameplay overhaul.
  • Map completely detailed.
  • Now follows Aaron "Psy" Garcha's Reverse CTF Standard.

11th April 2010: Alpha 7.
  • Fixed PackBSP fail.

4th May 2010: Alpha 8.
  • Major gameplay overhaul (again >.>).
  • Now follows the regular CTF Standard (again >.>).
  • Now has a sawmill theme.

7th May 2010: Beta 1.
  • Detailed whole map.
  • More cover for the defending team at the intel.
  • Medium health moved above bridge and is now a small health.
  • Added more signs to intel.

7th May 2010: Beta 2.
  • Fixed non-solid wood.
  • Now the team-only doors can only be opened by one team.
  • Added soundscapes!
  • Added spectator cameras!
  • Fixed various clipping errors.
  • Added medium ammo in bases.
  • Added small health on battlements.
  • Added 3D skybox.

9th May 2010: Beta 3. Contest Version
  • Fixed bugged water causing people to stutter.
  • Fixed map not ending on server time

28th June 2010: Beta 4.
  • Redetailed whole map.
  • New, snowy theme.
  • Added no-build to the intel room.
  • Various rearranging of Health+Ammo
  • Added side route on Battlements to shift flow slightly.
  • Minor optimizing.
  • Pies.

28th June 2010: Beta 4a.
  • Fixed minor clipping fails.
  • Fixed bad areaportal.
  • Fixed very minor bits of displacements not sewing.

29th June 2010: Beta 5.
  • Fixed Blue respawn locker in Red base.
  • Removed stairs at mid entrance to intel, now a dropdown.
  • Added stairs to dropdown at spawn, now an exit route.



Old 01-10-2010, 05:52 AM   #1
Dustoxx
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first entry?

looks like a nice start!

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Old 01-10-2010, 05:54 AM   #2
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It's just a quick block out. Fastest block out...ever.

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Old 01-10-2010, 06:03 AM   #3
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Does it have the 4 Required novint stuffz?

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Old 01-10-2010, 06:59 AM   #4
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Not yet. It has two crates, though.

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Old 01-10-2010, 07:10 AM   #5
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Quote:
Originally Posted by midget31394 View Post
Does it have the 4 Required novint stuffz?
It doesn't neeeeed them until the final version submitted at the deadline.

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Old 01-10-2010, 07:13 AM   #6
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Quote:
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It doesn't neeeeed them until the final version submitted at the deadline.
Good, that's what I thought

I'm trying to keep my alphas as small (filesize) as I can.

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Old 01-10-2010, 08:10 AM   #7
Lancey
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The location of the intelligence seems illogical, other than to have two flags on opposite sides of the map, and it's very easy to turtle.

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Old 01-10-2010, 08:13 AM   #8
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Mid size seems alright, though it would be nice if there were was some way to get from the water up into the buildings that didn't involve going back into the bases.

The bases themselves are wayyy too big. If this were a cp map, they could easily hold two or so separate cap zones. Condense each teams area, and move the metal and health right by the flag, no need to make it easy for people to sentry camp there.
 
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Old 01-10-2010, 08:15 AM   #9
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I recommend removing the ammo at the intelligence entirely.

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