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Heaven 



Map Version: Release Candidate 
Released: 05-18-2010 
Last Update: 05-18-2010 
Hellfire
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Arrow Heaven

3-CP map in "reversed-gravelpit" mode (A, B+C). Both teams got 2 spawns, switch occurs after point A is captured. B&C got long capture times, paired with rather short travel distance and spawn time for attackers it ends up as constant fight and capture interruptions. B to C distance is also rather short and got multiple routes avalible for both teams at any time giving different advantages when preferring one to another. Point A build for some intence vertical combat as it basicly got 3 "height" levels.

Main goal that made the design of this map was constant and rther tight fight, with ability to flank rather fast and prevent "sentry locking" of points by being able to capture different points and easili travel between them.

This version uses the second revision of experemental spawn logic introduced back in second beta. The idea is adjusting spawn times on capturing points to prevent "ninja-capturing" as the map is overall rather small. So after any point got captured BLU gets a 15-second cooldown and red got 15-second instant spawn. This logic prooved to work seamless and rather effective.

DOWNLOAD LINKS:

TF2M .bz2
Dropbox .7z
Dropbox .bz2
FPSB .7z


Map can be found in rotations here:

59.85.107.75:27022 ​
[JP]​ Nekonote Officialal and CustomMaps

217.70.189.157:27016
​[FR]​ Communaute CPC -​ Uber

67.18.130.18:27015
3-​PG.com: ​ Accelerated ​[2x Damage + more!]​

99.198.108.174:27016
FreeFrag.com Map Montage Server



Special Thanks to:
* Hanz and Ravidge for general layout feedbacks on early alphas
* DaBeatzProject, MuffinMan, M-a-n, Nova,Trotim, Misteri Late, SlayerBlitz, VelvetFistIronGlove, TPG and Jindo for all submitted glitches
* A Boojum Snark for the prop library
* Acumen (for custom models from tf2maps download section)
* Icarus (for custom CP holograms)
* Ravidge for an awesom Lighting Library
* Anyone else who submitted feedback


Changelog

alpha1
/.../
alpha7

beta1
/.../
beta3a


RC
-decreased filesize from 57Mbs to 51Mb
-set B/C cap time to 35 (was 22) and RedSpawnAdj to 2 (was 0)
-set red/blu sapwnwave to 4/4 after capturing B or C (was 5/3)
-set cp A cap time to 12(was 10)
-set max timer length to 419sec (was 480sec)
-modified area outside B, blu side
-modified point C to make it more smooth
-modified point B, it now has covered exit from red side
-modified redspawn #2 spawn
-added "outdoor" B-C passage for red
-added a hole in the roof above point A, made roof accessible
-much changed "indoor" B-C passage
-removed D
-removed bluspawn #3
-removed stairs that let red team to B balcony
-fixed an issue that let blu in red spawn #1
-fixed issue that did let red out of redspawn #1 after its disabled
-fixed rare door issue at point B
-fixed a rare timer issue after captuing A
-fixed several areaportal issues
-fixed several bad fade distances
-fixed several texture issues
-fixed several shadow issues on props
-fixed hologram at point C not becoming blue after caturing
-fixed some clipping issues on the bridges



Old 05-18-2010, 05:59 PM   #1
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Looks really good

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Old 05-18-2010, 06:05 PM   #2
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They grow up so fast.

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Old 05-18-2010, 06:10 PM   #3
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RC stands for really cool.

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Old 05-18-2010, 06:19 PM   #4
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Quote:
Originally Posted by Nerdboy View Post
RC stands for really cool.
for some maps....

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Old 05-18-2010, 06:22 PM   #5
Seba
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13:57 - weapon_penguin: all I know is, he's call prestig

 
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Old 05-18-2010, 06:25 PM   #6
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download links are up.

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Old 05-18-2010, 07:17 PM   #7
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rc:

Floating motor in forward blue spawn.


Unsewn displacement.


This door is silent.


Weird place for arrows.


Nodraw or something.


Need a teleporter here!


Overlapping brush.


Big displacement hole.


Floating motor.


Gigantic drain.


Floating motor.


Can get caught on this fence.


Boxes clipping into each other and brush.


Texture on side of door.


Multiple floating motors in red spawn.


Different fence textures on back sides of brushes.


Displacement door frame doesn't line up with wall.


Green stuff overlay has green edge.


Skybox behind displacements.


Boxes clipping into floor.


This could be more detailed.

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Old 05-18-2010, 07:21 PM   #8
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where were you when we were testing it we go like 5 test versions, from _test1 to _test5 testin for last week

anyway,thx alot. Will surely fix in rc2, that hopefully wont release soon (as that will mean some critical issues founs)

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Old 05-19-2010, 04:54 AM   #9
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well..i fixed most of that. The most painful for me was to find the teleporter and "big hole" displacement issue. The displacement issue was never there, even in .vmf its there, it was a compile issue. About teleporter the nobuild trigger simply wasnt there. Thank you again. Anyone else got anything to report?

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