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Cloudburst 



Map Version: Release Candidate 
Released: 01-17-2010 
Last Update: 05-03-2010 
Aly
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Default Cloudburst


CTF Cloudburst is a conventional CTF map for the TF2maps.net contest, set in a snowy logging town.

Designed with a 6v6 audience in mind, Cloudburst is a fast paced map, and focusing on large outdoor battle grounds and interesting height variations, Cloudburst is sure to keep your defence and offence on their towes.

Credits:
Supertoaster: Inspiration
Flame: Comp feedback and a lot of stuff
Booj:
Jonah: The sexy sexy snow textures (with his permission)
Acegikmo, thanks anyway.
Void: The massivly awesome ice
Snacks: For making me a cliff wall because the old one was "uninteresting"
Beatz: Particles (Lighter snow)
Mangycarface: For telling me to a drastic change of my map. I didn't think it would work, but I took the plunge and its so much better.
Owlruler: For your superb skills at detecting failclips
TPG: Just cause


Changelog

a11:
Detailed all the buildings
Detailed various areas
Added some tf2maps.net posters
Fixed some clipping problems including:
Log ramp
Displacement lump outside of intel room
Added some cover via detailing
Added another window into the intel room
Fixed spectator cameras
Optimized some with various hint blocks, though I doubt they'll have much of an effect

Removed touch return, many people didn't like it including myself, it just made the intel too hard to cap.

a12:
Displaced mid area
fixed some clipping
Added some clipping so you don't get stuck
Added a 3D skybox

a12a:
Nothing. I had to save the file as something so _a12.vmf was the backup.

b1: (Unreleased to public because of the problems that were fixed in b1a)
Beta!
Many clipping fixes
Added some more 3D skybox like rotating clouds and trees

b1a:
Fixed HDR lighting in cave
Fixed areaportals causing skybox to be shown on the spawn doors
Removed train car that wasn't very useful
widened the bridge

b2:
Moved the carts away from the building
Clipping and Solidity issues
Visual improvements, mainly the cliffs

b3:
Added some more ammo into the mid
Fixed various clipping and solidity issues
Changed a boring cliffface into something more interesting on both sides
Changed HDR values so they don't blind you
Added some boxes for cover on the ledges
Removed logs in intel room to disable an op sentry spot

b4:
Lightmap optimized, shaved a hefty 4mb off the filesize! >.>
Fixed various clipping issues
Made some shadows sexier
General polishes
Clipping and Solidity fixes (Thanks owl!)

RC1:
RC1. Except it's named b5. Don't judge me!



Old 01-17-2010, 02:58 AM   #1
Void
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Lookin' good like it should

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Old 01-17-2010, 03:02 AM   #2
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http://dl.dropbox.com/u/3702088/ctf_...st_a100001.png
http://dl.dropbox.com/u/3702088/ctf_...st_a100012.png
http://dl.dropbox.com/u/3702088/ctf_...st_a100021.png

maps kinda tiny so the 1 intel ctf version might not be a bad idea with the intel in that middle house.

you'll need more defined bases if you go along that route as I cant think of anywhere you could throw it now. Needs an indoor area somewhere imo.

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Old 01-17-2010, 03:12 AM   #3
Colt Seavers
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Nice work - layout looks sound enough - shall give it a run round

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Old 01-17-2010, 03:22 AM   #4
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lookin nice,but needs testin

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Old 01-17-2010, 03:37 AM   #5
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I approve of the open-ness you have here, but as Flame said, you do need to watch those sightlines. Particularly sight lines that view doors and other exits/entrances.

I'm just gonna do a couple paint overs...

...edit:
http://dl.dropbox.com/u/1429764/ctf_...rst_a10000.jpg
http://dl.dropbox.com/u/1429764/ctf_...rst_a10001.jpg

On the overview you might wanna put in an overpass where i put those red rectangles, in an effert to stop rediculous sticky jumps that cover half the map.

In the middle is a cliff that divides the map, with a building built into it that allows players to get from one side to the other. Having players zig zag like that creates corners to battle over and shortens lines of sight and increases optimisation.

On the far sides are holes in the cliff wall where the icy river goes. Again, include a cliff overhang that prevents rediculous sticky jumps.

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Old 01-17-2010, 03:59 AM   #6
umbratile
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Oh, is that ice texture custom? Because I really need one but I haven't found one yet. D:
 
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Old 01-17-2010, 04:11 AM   #7
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Quote:
Originally Posted by Muffin Man View Post
Oh, is that ice texture custom? Because I really need one but I haven't found one yet.
It looked really nice.
 
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Old 01-17-2010, 06:41 AM   #8
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Dam grazr beat me to the sight lines.

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Old 01-17-2010, 07:05 AM   #9
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A2 is up already. Go have a play. It was mainly a quick fix for the stuff that was really bad in a1.

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