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Map Name: silo_pant_no6_b2
 

Map Version:
 

Released: 03-12-2010
 

Last Update: 03-12-2010
 
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Default silo_pant_no6_b2

This is a 32 player payload map i have been working on for the past 7 1/2 months and at last i have finished it. I came across a few problems on the way but i managed to overcome them. My first big problem was the error message about t junctions, after researching what this meant i realised this was caused by to many func_details.This made sense, as in the first area of the map i made a building which was all func_detail and then was duplicated another 7 times. I read somewhere in the forums about propper, where you could make models using hammer, i turned this building into a model thus solving the t junctions error.
I have another custom model which i made using Sketchup at control point 3, its a train wheel with 2 cogs. The wheel moved up and turned 90 degrees as well as having the 2 cogs spinning round, i was really pleased with this model, it really looked the part when it was triggerd to move but when i made the final explosion i was getting a cutlinkedlist overflow message. I think it has something to do with using to much memory so to solve this i had to stop the train wheel from moving, this solved the problem.
After control point 2 is taken there should be 1 more red spawnroom enabled, when cotrol point 3 is taken there will be 3 red spawnrooms untill the payload gets to a certain point, then 1 of the rooms will be disabled
I have also made something which i have not seen before in a tf2 map, an iris door, this was made by following a tutorial in Halfwit-2, big thanks to the guy who made this tut, sorry i could not see your name on the tutorial.
Also, look up at the cables at control point 3, i have the sapper effect traveling along them.
Hope you enjoy the map and will look forward to your comments on how to improve it.

[IMG][/IMG]
Changelog
b2-

- Added a lot more player clips
- changed all light models in blue area to blue
- fixed the 2 doors at first control point, players do not get stuck in them anymore
- changed 2 of the petrol chemical plant models so they do not have any doors
- fixed funny looking material on the petrochemical plant models
- added a couple of spotlight beams at first control point
- deleted all fake ammo packs in generator room and moved the weapons crates to another
room
- added another no entry door to red spawnroom, the 2 iris doors will now close after
cp 1 is taken then the new no entry door will open
- added a new corridor just outside this iris door, hopefully this will make things a bit more
even.

Old 03-12-2010, 05:18 AM   #1
Tapp
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The screenshots of this map are jaw-dropping. It is amazing that you put this together in 7.5 months, and while I have yet to run through it I am excited. I shall give you a good review once I get the chance. Good luck and congratulations.
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Old 03-12-2010, 07:19 AM   #2
fubarFX
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holy cow... that door...
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Old 03-12-2010, 02:22 PM   #3
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This map is just loaded with awsomness. The detail is just.....[speechless] and its just looks the part. Another thiong is the doors.......They look awsome and .....are they suppose to look like the apature science logo in the screenshot as they open?
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Old 03-12-2010, 03:27 PM   #4
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Detail seems pretty sweet. I haven't played it with people, but it seems really, really big and maybe should be 2 stages instead of 1.

A problem you should probably fix: There are almost no playerclips. I started taking screenshots of things I could get on top of, but there were so many that I think I'll just list them instead. Edit: Also check Tapp's next post down, he has screens of many of these.
1st area:
-top of blue spawn, billboard
-barbed wire fences
-pipes on sides of generators
-top of power plant just after 1st cp
2nd cp:
-elevated walkways, pipes, tanks on both sides of the cp
3rd cp:
-parts of the huge crane
-the area above the big red opening opposite the train engine
-the edges of the huge red building
4th cp:
-the arch with a train engine in it
-the huge crane
-the red billboard and the roof it sits on
-the walkway very high up opposite the train arch

And I probably missed some.
Also, it may just be my opinion, but having resupply lockers and ammo packs as non-accessible props seems like a bad idea. Otherwise, the map definitely looks great and I hope to play it one of these days.
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Last edited by E.B.; 03-13-2010 at 05:11 AM..
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Old 03-12-2010, 05:34 PM   #5
WastedMeerkat
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A complete lack of player clips inside the map bounds, and the cart is non-solid. Believe me, that's going to cause problems when people try to use it for cover. Make it solid, keep the clip around it if you want.
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Old 03-13-2010, 12:25 AM   #6
Tapp
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http://s222.photobucket.com/albums/d..._plant_no6_b1/
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Old 03-13-2010, 05:47 AM   #7
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indeed, the cart not being solid is a problem for the 2th cp.
since the spawn room for red is so close to the second cp it is a really hard mission for blue to get the cart on the second point. perhaps making spawntime for red lower or moving the spawn a bit further away from the second point.

also the 2 doors/gates at the first cp can trap a player. when walking halfway trough them and then walk backwards they close while you are still inside of them. causing them to never open again.

overal, nice look especialy like the weapon crates.
perhaps instead of removing the fake ammo kits, put some wood infront of them so it is more visible for the player that they can't reach them.
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Old 03-13-2010, 06:22 AM   #8
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Cheers for all the comments guys,im over the moon with some of them. A big thanks to you Tapp for taking the time to take screenshots and upload them.I will look at them carefully and fix everything you have highlighted.
As for the bomb not being solid, how do i fix this, do i change the v physics to a bounding box or is there another way.
I was thinking before i compied the map to make the top iris door at the Red spawn to only open from the outside, what do you guys think.
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Old 03-13-2010, 03:34 PM   #9
absurdistof
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HFS this looks hawwwwwwwwt

Also, if you haven't already, disable shadows on the track.
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