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Traction 



Map Version: Alpha 
Released: 10-03-2010 
Last Update: 10-25-2010 
The Political Gamer
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Default Traction



Traction(PL)
(pl_traction_a4a)

Gametype: 1-Stage 5 Point "Badwater" Style Payload
Players: 2-24 (32 max)
Author: Charles "The Political Gamer" Papanek
Original Author: eirik
Error Help: Snacks
E-mail: thepoliticalgamer@gmail.com
Version: "A4A"
BZ2 File: http://dl.dropbox.com/u/1276735/pl_traction_a4a.bsp.bz2
BSP File: http://dl.dropbox.com/u/1276735/pl_traction_a4a.bsp

So after months I finally have a map to release. However, there is a few things I need to clear up.

First thing is I need to get off my chest is that in all actuality the base map is not mine. Why am I telling you this? Well I know you people are smart and I don't feel like getting yelled for "taking" all the credit.

I first came across pl_noname I knew it had much potential. Months past with now new developments and I eventually forgot about the map. Then one day I was looking over some PL maps for fun and pl_noname came back onto my radar. So being me I wondered what was up with it, thus sending a PM to the map maker and to my great delight I got this back:

Quote:
Originally Posted by eirik
Hi man.

I dont have time working on the map between work and school, so you can do what ever you want with it. This is pretty much my first map on the source engine. The brushwork might be a litte sloppy and i havent opened the file in ages, but here you go: *link to .vmf here*
So if all your going to do is complain about how its "not my map" bugger off and don't bother posting, if you have a problem with this feel free to PM me but please don't spam the thread.

Anyway now that thats out of the way go download the map!



Changelog

10/03/2010: A1

-First release

10/03/2010: A2

-Fixed a few map breaking bugs
-First public release

10/03/2010: A2B

-Fixed broken BLU forward spawn
-Fixed Deathpit

10/08/2010: A3

-Removed tunnels at first point
-Reworked RED's spawns
-Moved BLU's forward spawn
-Reworked points 2 and 3
-Cut down on flanks

10/08/2010: A3A

-Reworked B to be more BLU friendly and "removed" the pits
-Fixed stairs that required people to crouch.

10/25/2010: A4

-Reworked RED's 2nd spawn
-Added a control point between 1 and 2
-Added a new BLU froward spawn
-Re-scaled buildings
-Expanded elevator room
-Blocked access to the 2nd part of the map till after the elevator is capped.
-Made last (hopefully) harder to cap.

10/26/2010: A4A

-Added another path to cp2
-Added windows to the upper most part of the big building to aid in sentry destruction.
-Tied door to cp2 and not cp1
-Reduced RED spawn times after cp2 from 13 to 7-9
-Reduced RED spawn times after cp3 from 13 to 3-5
-Made cp4 harder to cap by removing a flank



Old 10-03-2010, 07:45 PM   #1
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This map is almost entirely TPG's fault work.

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Old 10-03-2010, 07:52 PM   #2
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Get it?

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Old 10-03-2010, 07:56 PM   #3
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Test it, and all truth told I'd rather you come up with your own layout. The map had promise and I still remember it, so let's see what it's got

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Old 10-03-2010, 08:07 PM   #4
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Old 10-03-2010, 09:26 PM   #5
Grim Tuesday
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I like the layout, but its FUCKING HUGE. Maybe find some way to connect the "stages" or just make it flat out multistage.

Im sure you know, but the BLU third spawn is broken.

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Old 10-03-2010, 09:31 PM   #6
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I like the last BLU spawn.

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Old 10-03-2010, 09:36 PM   #7
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10/03/2010: A2B

-Fixed broken BLU forward spawn
-Fixed Deathpit

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Old 10-04-2010, 07:32 PM   #8
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So after a few playtests its clear things need so restructuring. First off the tunnels under the first area have been removed.

Then I am going to move the 1st point back and I am going to put in a proper spawn.


Also to deal with any sentries in the big building BLU will be able to get up to the 2nd floor.


Thats all the changes I have in the works for now so look out for a3 with these and many more changes.

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Old 10-04-2010, 09:28 PM   #9
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i felt like the whole first area was way too big, but, all in all, it looked like it /could/ be comparable to badwater. (disclaimer: i did good, therefore i say i like)

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