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View Poll Results: What should I name this map?
I like cp_escapist, don't change it. 11 31.43%
A new name, cp_triumph. 4 11.43%
The original name, cp_triplet. 17 48.57%
None of the above, see my post for suggestion... 3 8.57%
Voters: 35. You may not vote on this poll

triplet  Release Tools Comment
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triplet 



Map Version: Beta 
Released: 05-03-2010 
Last Update: 05-03-2010 
Boylee
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BIFF!

CP_Triplet
Current version: B4

Formerly known as cp_escapist



A simple 3 control point map that aims to promote tight, aggressive, team focused play. The layout, although simple, should offer a number of routes & room to manoeuvre, and hence should encourage flanking and a variety of other tactics. So without further ado, here is cp_triplet_b4 in all it's organised, optimised stylee. Enjoi.

Download: link


Thanks to ABS for his resource pack, Icarus for textures, Y_M for prefabs, and Rexy and Acumen for models. If you see anything that I've not mentioned let me know.


Changelog

A2 released
+ Added upper route from spawn out of team base (with route up from ground level)
+ Added upper level in central cap building
+ Added routes around sides of central building
+ Playerclipped the tops of the buildings
+ Added spectator cams
+ Moved a few doorways and tweaked some displacements

A3 released
+ Added cover to one exit from spawn and added an alternate covered spawn door
+ Flipped geometry in left-hand route from spawn to mid
+ Increased cap area size on middle point
+ Changed timer reset on middle capture from 10 minutes to 7 minutes
+ Added basic detailing throughout (roof shapes, gantries & stair-sets)
+ Completed first texture pass

A3a released
+ Further increased size of middle cap area
+ Removed wire fence from section under gantries at mid

B1 released
+ Increased size of base cap areas
+ Added out of bounds areas
+ Added skybox
+ Added soundscape
+ First full detailing pass complete
+ First full lighting pass complete
+ First full optimisation pass complete

B2 released
+ Added clipping that was missing in a few places
+ Second detailing pass complete
+ Second lighting pass complete
+ Added signage in and around the centre point
+ Fixed some lighting, prop and texture issuses from b1
+ Resized all health and ammo pack patches and made them consistent throughout

B3 released
+ Removed escapist logos
+ Changed name back to triplet
+ Added windows to central CP
+ Added some more props and lights
+ Fixed internal lighting issues on RED side and in centre building
+ More clipping added / fixed
+ Made several props made non-solid
+ Removed the bloody purple fix

B4 released
+ Fixed broken areaportals
+ Added func_occluder brushes
+ Retextured rooms on either side of point
+ Added team coloured signs and lights in the central point to aid navigation
+ Optimised the map better so it should run smoothly now.



Old 05-04-2010, 12:23 AM   #1
Okrag
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Looks like a problematic sightline in the second screenshot. Is the roof in the 3rd screenshot accessable wihout rocket/sticky-jumping? If not that could be problematic too. I'll try and give this a more in depth run-through later.
 
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Old 05-04-2010, 12:25 AM   #2
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I've played this map. It is absolutely glorious and professionally done. But fix that damn fish. >: O

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Old 05-04-2010, 12:31 AM   #3
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I like the escapist magazine but you should probably remove the logo/sign that's blatently promoting it. Or atleast remove it in an official release if it's for a contest or something.

Other than that, it's pretty pretty.

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Old 05-04-2010, 12:33 AM   #4
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Quote:
Originally Posted by grazr View Post
I like the escapist magazine but you should probably remove the logo/sign that's blatently promoting it. Or atleast remove it in an official release if it's for a contest or something.

Other than that, it's pretty pretty.
It was for a contest for the Escapist. That is why there is logos everywhere. :|

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Old 05-04-2010, 05:44 AM   #5
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Okrag, Not sure what you mean about the sightline. Any chance you could elaborate please? The roof in the third pic is only accessible by rocket / sticky jumping but it's not caused any problems in playtests so far. It's on the flanking routes and is totally away from the control point so there's not much point camping it.

Grazr, I'm kind of in two minds about the logos. On the one hand this map would never have been made if they hadn't commissioned it for their tournament, on the other they are pretty huge bits of free advertising. I did try and make the overlays look like they belonged in TF2 and in some ways I think they fit the building pretty well. I'm open to further discussion on the subject and name suggestions too.

Leminnes, thanks man, don't worry that damn fish will not beat me, worse case scenario: he's fired.

Cheers for the feedback guys.

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Old 05-04-2010, 06:30 AM   #6
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Quote:
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It was for a contest for the Escapist. That is why there is logos everywhere. :|
Yea, well i guessed as much, but it doesn't have to stay there if the submission has already been made. TF2maps has run several contests and some have required TF2maps advertisement posters in them. But when the map is developed after the contest people don't have to keep those advertisements.

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Old 05-04-2010, 06:44 AM   #7
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As a member of The Escapist I don't mind the logos as much. However, they look out of place because a lack of TF2 flair. This mainly stems from the text font, if it say were more of a TF2 font I think it would blend in much better.

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Old 05-04-2010, 07:43 AM   #8
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If I remember rightly the font is DIN, which is one of the fonts used by VALVe. :S
Anyway I think I'll pull them eventually, but I'll need a replacement as that's a BIG empty wall otherwise.

As it is the central building is pretty generic so I'm not sure what type of overlays would look good instead. I guess making up another TF2 sounding company and sticking up some logos of that would be best. Also needs a new name in that case...

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Old 05-04-2010, 08:10 AM   #9
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Too many lights for one room.
 
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