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Released: 01-10-2010 
Last Update: 01-22-2010 
VelvetFistIronGlove
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Talking Home Front

My CTF competition entry.

There is one neutral flag that spawns in the centre of the map. Each team can pick up the flag, and take it to the capture zone at the top of a silo in enemy territory. If you drop the flag, the enemy can then take it and cap it: it never returns to the centre of its own accord.

This map has now got a proper name; it was formerly known by the working title of ctf_desind. All future versions will be ctf_home_front.


Changelog

Alpha 3:

* Respawn times are now 5 - 10 second.
* Flag respawns 20 seconds after capturing.
* Paths to enemy territory now all pass through central area.
* Major layout changes around spawns.
* Team intro messages are no longer the 5cp message.
* More health and metal available at appropriate places.
* Better signs to intelligence and capture points.
* Round ends correctly at time limit.

Alpha 2:

* Added experimental 3rd route to capture zone.
* Player HUDs now show which team has the flag.
* Altered flag cap zone area.
* Altered spawns to reduce campability.

Alpha 1:

* First public release

Known issues:

* None yet.



Old 01-10-2010, 06:51 PM   #1
littleedge
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Fences outside spawn need clipping. Collision mesh is as wide as the poles are, so make sure your playerclips cover the entire poles to prevent fail clips.

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Old 01-10-2010, 06:55 PM   #2
The Political Gamer
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VFIG don't be lazy and build your cubemaps!

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Old 01-12-2010, 05:02 AM   #3
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While the gameplay is interesting and the general layout seems good (especially the towers - they're fun, keep them) it felt like everyone was going off to the sidelines, while they should be directed towards the middle first. have the map bottleneck around the middle area where the flag is, as it's more than big enough an area to support two teams clashing, and would make for more big fights going on instead of the occasional 1v1.
 
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Old 01-12-2010, 08:53 AM   #4
Mr. P. Kiwi
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The map lay out is great!
Unlike what Tinker said I think the side passages are good (and they mostly have more than 1v1 fights). The Only thing you need to do, for what I think would be the best, is to detail the map and make it look more in a TF2 style! (and add cubemaps - even if it's an a1...)

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Old 01-12-2010, 11:21 AM   #5
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After a quick runthrough and a playtest yesterday:

It feels open from the word "Go."
The Layout is simple, which is good although it's rather confusing with the 2 arrow signs pointing in different directions.
The long sightlines are another issue to address as well.

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Old 01-16-2010, 08:45 AM   #6
VelvetFistIronGlove
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Alpha 2 is now out: Get it here!

Quote:
* Added experimental 3rd route to capture zone.
* Player HUDs now show which team has the flag.
* Altered flag cap zone area.
* Altered spawns to reduce campability.

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Old 01-17-2010, 01:08 AM   #7
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Unfortunately I only got to play this for about 5 minutes as it was ending when I joined, so I never really got past the "wait, where am I?" stage. I followed a few people about as a medic and a couple of things that struck me were that it did seem pretty easy to spawn camp and that there needed to be some health in the middle, like maybe below the flag spawn. There might well be some near there I just didn't find it.

Looking good though, hopefully next time I'll get to play it for a bit longer.

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Old 01-17-2010, 05:31 AM   #8
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Quote:
Originally Posted by BoyLee View Post
there needed to be some health in the middle, like maybe below the flag spawn. There might well be some near there I just didn't find it.
There was meant to be a small healthkit under the bridge; it was there in a1, and somehow I must've accidentally deleted it in a2. Thanks for spotting that!

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Old 01-17-2010, 06:38 AM   #9
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Both are on RED and BLU.

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