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Supercollider 



Map Version: Alpha 
Released: 07-16-2010 
Last Update: 07-15-2010 
Aly
Now with 70% more Alpine

 
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TF2 meets particle physics.
Aly meets 5cp.

'nuf said.

Special thanks: Boojum Snark, Stink Horse, Pc_Madness, Rexy.


Changelog

a7: Many changes, including:
Mid:
Lowered rails to make point look better and unfortunately, more like badlands
Moved left building back to give more wiggle room
Removed floating log
Stopped tree clipping into building
Added more pickups
Removed sprites from under the water
Marked capture area
Added arrow at forward spawn
Repositioned some rocks and trees to block cross-point sniping

2nd:
Clipped ramps properly
Added a way up the dropdown, so it's no longer a dropdown
Made base slightly more identifiable
Changed building that goes to mid so it's no longer a awesome sniping spot, also more of a safe getaway
Lowered rock ledge so you can jump on it
Repositioned arrow at forward spawn

Final:
Added some arrows
Removed door that everyone hated because it didn't open
Removed clipping rock wall that always looked like an enemy pyro

General:
Changed grass texture, don't know whether it's better or not.
Added some details
Optimized visleaves slightly better.
Added some more signage

a6: Another mid!

a5: Another mid.
A few tweaks.

a4: Several bug fixes; floating crates, nodraw'd faces, broken clipping's.
New middle, a (so far boring) enclosed room.
New forward forward spawn, with a GIANT arrow so no one misses it.

a2/a3
Iterations of the new middle. Non-released.

a1:
General:
Clipped a place where you could get stuck.
Fixed floating points
Made collider braces nonsolid.

Mid:
Lowered middle point
Clipped the roof of middle point
Opened up middle point

2nd:
Lowered logs at 2nd so you can walk over them easily
Broke up large sightline down ramp
Broke up large sightline into raised building door
Made ramp curvy so it's more interesting


a0: Release.



Old 07-16-2010, 08:38 AM   #1
zpqrei
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yay

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Old 07-16-2010, 08:39 AM   #2
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I want to make custom content for this.

Oh, can I make custom content for this?

Looking good like it should!™

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Old 07-16-2010, 08:41 AM   #3
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Oh please don't turn into a new *Insert mappers name here* who doesn't finish previous maps

Although from the small testing, i liked it, even if there weren't rocks.
 
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Old 07-16-2010, 08:46 AM   #4
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I assume they're temporary and yes it's alpha but http://forums.tf2maps.net/geek/gars/...der_a00002.jpg ibeams ew

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Old 07-16-2010, 09:01 AM   #5
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you need to disable shadows on some of those trees

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Old 07-16-2010, 09:09 AM   #6
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i can tell you without playing it that your spawn exits on point one are placed poorly, move the cap point up a little bit, put the spawns up top on the ledge and put up a smallish barrier so spawncamping isnt so easy when capping last.

your middle point seems forced, almost as if you really wanted to use that radio transmitter thing but didnt know how to incorporate it. people like to jump onto points, aka not hit walls on their way in and demomen will just destroy what you have there

point two looks fine from a screenshot but a little elevation never hurt anyone

edit: looks like a REALLY good start. let me know if you need any help/testing

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Old 07-16-2010, 09:18 AM   #7
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Move spawns on last somewhere else. At the moment every attack on last will include spamming into the spawn exits IMO. I like what I see of second, reminds me of badwater in a way. You said you were having trouble with mid in chat, and it shows at the moment. Try and think of something new, but at the moment the map looks interesting enough.
 
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Old 07-16-2010, 09:56 AM   #8
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The spawn has three exits. One on each side side from the bottom, and one up top behind the crates.

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Old 07-16-2010, 10:30 AM   #9
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You can't have this name. This name can only be used for a PLR map where you have to ram the carts in a circle.

Sorry.

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