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Fusion 



Map Version: Beta 
Type: CTF
Released: 01-13-2010 
Last Update: 05-08-2010 
Ravidge
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Default Fusion

Current version: b2

Fusion
A capture the flag map.
[Contest Entry]

Winter/snow environment. Bases will be industrial, within the cold theme.

Download available!

How it works:
  • Returntimer: 15 seconds.
  • Capturezone is your teams intelligence.
  • You can't capture while your intelligence is carried.
  • Touching your own intelligence while carrying the enemy intelligence will score a point, and return both flags to their bases.




Contributions:
DaBeatzProject: Particles
Selentic: Model
Tyker: Model
Steffo0: Model reskin
Shmitz: Tf2m Poster
Void: Textures

Thanks!!

EXTRA:
Fusion Part 1: item_teamflag and me.
Fusion Part 2: Practical Problems
Fusion Part 3: Motivation
Fusion Part 4: Detailing and Deadlines


Changelog

a1: inital release.
a2: New everything. Too much to count, the layout is roughly the same though.
a3: COLD AND ICE! Health and ammo updates, Intelsystem update (now plays sounds even to dead players), Map Looks a whole lot better.
a4: Removed Touch-return. Lowered returntime to 30 sec. minor changes to clipping and health.
a5: minor quickfixes. Some new texturework, loads of snow overlays.
a6: new base structure, new mid layout. Lowered returntime to 15 sec. Dropdown redone. Lighter snowfall.
a7: ???

b1: detailing, custom props added. Flagged the snow as a weather effect.
b2: Optimization. closed the narrow passage in the bases. Restructured the indoor side passage. Closed the upper exit in the middle building.



Old 01-13-2010, 02:32 PM   #1
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Wow, sounds really interesting and original without being too messy! Looking forward to this!
 
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Old 01-13-2010, 03:47 PM   #2
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That's pretty awesome:

How do you add the extra point? A single capture zone over the entire map? I love this idea and might want to steal it

And how'd you get around the touch return obstacles?

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Old 01-13-2010, 03:52 PM   #3
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Revolutionizing tf2, one gamemode at a time.

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Old 01-13-2010, 04:11 PM   #4
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I think that this mode is more doomed to fail than normal, as one team will have the ability to simply turtle the living crap out of the intel.

With strategy comes turtling the living crap out of the intel.

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Old 01-13-2010, 04:30 PM   #5
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Quote:
Originally Posted by TMP View Post
I think that this mode is more doomed to fail than normal, as one team will have the ability to simply turtle the living crap out of the intel.

With strategy comes turtling the living crap out of the intel.
That's the advantage of the auto cap when the flag carrier runs over the dropped flag: encourages assaulting one another.

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Old 01-13-2010, 04:51 PM   #6
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This could be griefed so much in pub play...

I realise it's for comp, but yea. Very cool idea none the less.

Is there a delay on flag return after a capture?

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Old 01-13-2010, 05:27 PM   #7
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Quote:
Originally Posted by MangyCarface View Post
That's the advantage of the auto cap when the flag carrier runs over the dropped flag: encourages assaulting one another.
I think it is the complete opposite. The flag bearers will most likely act very defensively in an effort to prevent the enemy flag bearer from gaining the point, causing them to have people on them as well for defense. The teams will most likely either split for offense, or risk dropping the flag too much to do anything. Either way, I don't see how it can possibly encourage assaulting as much as it encourages turtling, but I see it from the flip side of yours.

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Old 01-13-2010, 05:27 PM   #8
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Quote:
Originally Posted by grazr View Post
This could be griefed so much in pub play...

I realise it's for comp, but yea. Very cool idea none the less.

Is there a delay on flag return after a capture?
Yeah, pub play with this system will be difficult, but it works in so many other games so I don't think it will be impossible.

Returning intel is instant.

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Old 01-13-2010, 05:36 PM   #9
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Quote:
Originally Posted by TMP View Post
I think it is the complete opposite. The flag bearers will most likely act very defensively in an effort to prevent the enemy flag bearer from gaining the point, causing them to have people on them as well for defense. The teams will most likely either split for offense, or risk dropping the flag too much to do anything. Either way, I don't see how it can possibly encourage assaulting as much as it encourages turtling, but I see it from the flip side of yours.
It's a new untested ctf variant, it could go either way.
It just takes an instant to return the intel, one false step by the carrier and the game swings back into action.
If you are afraid of splitting the team between offence defence, there is always the option of going hunting as a 6 man group and capture by bruteforce.

Also, I think running a sneaky spy will be a winning tactic, a backstab on the intel is basically a instareturn

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