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Map Name: Blu Industries
 

Map Version: Alpha
 

Released: 03-04-2010
 

Last Update: 07-07-2010
 
Servers Running This Map
via tf2stats.net
Gametype: Payload


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Default Blu Industries

This map is a total remake of pl_Industry.

It has been overhauled based on community feedback from that map to form this map.

It is a payload map which is uniquely themed to the Blu world (instead of the Red environment, which is what most payload maps are). And it plays around with the "story" of Blu's "payload war" against Red.
Changelog
Changes from A6 to A11

- Basically reduced bottlenecking in the Stage 1 and Stage 2 final caps (as noted below).

- Provided a new bypass in Stage 1 to make it easier to change strategies; less backlogging.

- Improved Stage 2 final cap area:
--- New bypass for Red (advancing) team;
--- New counter-bypass for Blu (defending) team;
--- Opened up the Stage 2 final cap area - less ability for it to get bottlenecked.

- Simplified the major bypass in Stage 2 (improved map flow).

- Provided a new ramp up to the second level at the (final) Stage 3 section (through the roof vent).

- Made Bomb Objective glass covered.

- Some small decorating changes.

====================

Changes from A5 to A6

- Vastly opened up the roof area. (Playtesters said A5's roof was "a maze".)

- Other flow improvments in Stage 2 and 3.
--- Shortened, removed or blocked off some bypasses.
--- Simplified or opened up some narrow, confined areas.

- Lots more decorating.
--- Increased fade distances (fewer props fading out abruptly).
--- Fixed lighting origins (better lighting on props).
--- Other minor improvements.

- FIXED THE DOOR! ...to Spawn 3.
(The trigger was set for a 1 second delay prior to running the close sequence, which I think was confusing the door entity. Set this to 0 seconds to enable only the trigger contact to close the door. In A5 I was able to get myself trapped in the door with enough fiddling around, but now I've tried but can't get the door to trap me. So it should be fixed [*crosses fingers*].)

====================
Changes from A1 to A5

- Totally streamlined Stage 1:
----- Made a huge portion inaccessible to the players, in order to focus and channelize the gameplay (to reduce confusion upon the opening of the map).

- Improved flow in Stage 3:
----- Added another bypass.
----- Shortened an existing bypass.

- Added signage to clear up any confusion.

- Lots of small decorative (props, lighting, texturing) improvements throughout.

Old 03-05-2010, 10:15 AM   #1
TheTurnip
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Looks a bit confusing, but pretty. I'll have to check it out some time.

Also, I find that changing large maps to multi stage helps keep things less confusing, so...good
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Old 03-20-2010, 06:14 PM   #2
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I like the detailing, but it has a lot of winding paths that just don't seem necessary. The arrows make it rather confusing, but once you find the rails it helps.
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Old 03-21-2010, 09:14 AM   #3
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The side passages that are like a maze are sexy. It's confusing and tight, but when you find your way to an awesome ledge that nobody knows how to get to...
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Old 05-03-2010, 09:08 PM   #4
XFunc_CaRteR
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Changes from A1 to A5

- Totally streamlined Stage 1:
----- Made a huge portion inaccessible to the players, in order to focus and channelize the gameplay (to reduce confusion upon the opening of the map).

- Improved flow in Stage 3:
----- Added another bypass.
----- Shortened an existing bypass.

- Lots of small decorative (props, lighting, texturing) improvements throughout.
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Old 05-04-2010, 06:46 AM   #5
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Some updated screenshots would be nice.
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My other maps: ctf_assembly | cp_trestle | pl_uphill | cp_grinder |
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Old 05-04-2010, 07:42 AM   #6
XFunc_CaRteR
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There were 2 screenshots up there that were updated, the rest not really changed enough. But I added another one that showed some of the radical changes just to make youse guys happy.
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Old 05-23-2010, 12:59 PM   #7
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Default New version of Blu Industries out!

Major Changes from A5 to A6:

- Vastly opened up the roof area. (Playtesters said A5's roof was "a maze".)

- Other flow improvments in Stage 2 and 3.
--- Shortened, removed or blocked off some bypasses.
--- Simplified or opened up some narrow, confined areas.

- Lots more decorating.
--- Increased fade distances (fewer props fading out abruptly).
--- Fixed lighting origins (better lighting on props).
--- Other minor improvements.

- FIXED THE DOOR! ...to Spawn 3.
(The trigger was set for a 1 second delay prior to running the close sequence, which I think was confusing the door entity. Set this to 0 seconds to enable only the trigger contact to close the door. In A5 I was able to get myself trapped in the door with enough fiddling around, but now I've tried but can't get the door to trap me. So it should be fixed [*crosses fingers*].)
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Old 07-07-2010, 01:24 PM   #8
XFunc_CaRteR
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Default New version of Blu Industries out! A6 to A11

The most major change to the A11 version is a reduction of bottlenecking in Stages 1 and 2, and a simplification of the major bypasses in Stage 2.
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