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Soda 



Map Version:  
Released: 01-12-2010 
Last Update: 01-24-2010 
Colt Seavers
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Somewhere on Mann Mountain, a group of mercinaries are fighting over fizzy drinks!! It seems this place makes a pretty penny - and Falcon Soda (Mann Company, shh) has decided to squash newcomers, Novint Farm Supplies - who have this crazy idea that they have some chance of steeling the secret formula that Falcon's millions are built on. Falcon aren't taking this lightly - they're doing all they can to dig up the dirt on Novint - and preparing themselves for a fight!

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TF2Maps.net - Competitive TF2 - CTF Contest Entry - CTF_SODA

A fast paced ctf map designed for play by skilled competition gamers. It's vertical aspect is ideal for skilled players movemet about the map, in all directions.

Crucially, each team must decide whther to take the protected, high ground holding, mountain route - or the more vulnerable, open low and mid terrain. This strategy will be key to sucess.

Various iterations will follow. Please keep up to date with the latest version and feedback

developer : colt seavers (@coltseaversps on twitter)
playtesting: Playstuff.net, creative gamers community.



All feedback welcomed at the competition development thread

http://forums.tf2maps.net/showthread.php?t=11519&page=2

Hope you enjoy playing as much as i'm enjoying making it





Changelog

a7 changelog
- fixes to player clips
- replaced airport stairs with walkway/stairs
- first texture pass to decide pallette
- shadows disabled on large off map props
- added cross map scout route - jumping from pipes to bridge middle and on.
- player clipped and nobuild to waterfalls
- opened rear of base to mountainside ready for detailing
- reduced level of middle buildings to assist non fan scouts.
- added props

a6 changelog:

remade bridge, much lower.
lowered waterfalls.
stairs to bridge from small utility buildings so all classes can rise.
openned additional door to intel
reduced depth of water to prevent need to swim
removed mid building
player clipped all doors and stairs
additional signage

I am optemistic about these changes and their effect on flow and gameplay.



Old 01-12-2010, 11:01 AM   #1
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ahhh, my eyes, it burns
(up the texture scale)

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Old 01-12-2010, 11:05 AM   #2
nik
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do the cliffs really need to be that high?

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Old 01-12-2010, 11:17 AM   #3
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Of course they do! Comp players rocket jump 2048 units at a time

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Old 01-12-2010, 12:29 PM   #4
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Quote:
Originally Posted by Bermuda Cake View Post
Of course they do! Comp players rocket jump 2048 units at a time
you can also just make a big skybox
EDIT: they can only jump up 1376 units

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Old 01-12-2010, 01:37 PM   #5
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I've no idea how high the cliffs will be - once alpha 1 is compiled I'm getting a friend who is proficient at multi-rocket jumping to try a climb - and then i'm clipping the tops and converting to player clips It's just vertical face to fire off atm - up to the skybox top.

Both the texture and the scale of them is just temp - so i can get a feel for the environment i'm trying to create.

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Old 01-12-2010, 01:50 PM   #6
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the limit can be found here

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Old 01-12-2010, 02:00 PM   #7
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Quote:
Originally Posted by Colt Seavers View Post
I've no idea how high the cliffs will be - once alpha 1 is compiled I'm getting a friend who is proficient at multi-rocket jumping to try a climb - and then i'm clipping the tops and converting to player clips It's just vertical face to fire off atm - up to the skybox top.

Both the texture and the scale of them is just temp - so i can get a feel for the environment i'm trying to create.
But who cares about how high players can jump? Just make your top skybox brush high enough so a demo wont jump against it, and make skybox walls, this looks just dumb. If you look at badlands for example, walls are sure never over 1000u.

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Old 01-12-2010, 03:37 PM   #8
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Quote:
Originally Posted by martijntje View Post
the limit can be found here
Demomen can jump 7769!? Wait what?

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Old 01-12-2010, 03:45 PM   #9
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Quote:
Originally Posted by The Political Gamer View Post
Demomen can jump 7769!? Wait what?
With 4 stickies anything is possible!
 
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