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Old 04-01-2011, 02:51 AM  
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Default Sandblast


This is Sandblast. It's a 3 stage payload map, in tf2's traditional desert/industrial style. I thought this time I'd avoid going for a community theme (no packrat screw ups that way) or a SERIES OF CUBES layout, so it snakes through a twisty canyon and some industrial...

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Old 05-24-2011, 11:16 AM   #10
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im back from my holiday and ive been doing more work on sandblast. here's stage 2:




still a few problems (such as bastard respawn visualizers not bastard working) but im working on stage 3 right now

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Old 05-24-2011, 11:56 AM   #11
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You should stop immediately and add some lighting. it helps.
 
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Old 06-02-2011, 06:37 AM   #12
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apart from a few little (but important) things like the timer, a3 is pretty much ready for release. HERE'S SOME PICTURES


blu's spawn in stage 2

stage 2 cap 1

the track going from cap 1 to cap 2

stage 2 cap 2, under the gantries

the first area of stage 3

the final cap area

bev of stage 2

bev of stage 3

and the entire map

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Old 06-02-2011, 02:35 PM   #13
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pl_sandblast_a3 is available for download!

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Old 06-10-2011, 11:51 AM   #14
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oh man, its sandblast_a4

the majorest change is the final point:

one of the main complaints about the previous version was that it took to long to get to the final point, and the area was also too much like badwater's blast pit. ive replaced it with this tiered area.


another big change is the first stage; ive lengthened the section between the start and the first point, and removed the route that allowed red to get to blu's spawn so quickly


stage 2 hasnt changed much except for a higher ceiling and a new spawn for red


and this is stage 3

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Old 06-15-2011, 09:38 AM   #15
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sandblast was on the us games day tomorrow, but apprently theres something wrong with the demo recording so i cant get the recording of the test.
so im bumping this thread for feedback. i'd like some, come on, somebody must have some kind of opinion on it.
im just a little sick of every map in the gamesdays getting feedback in the threads except mine. how am i supposed to know how to improve my map if nobody will tell me?

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Old 06-15-2011, 09:50 AM   #16
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Quote:
Originally Posted by soylent robot View Post
im just a little sick of every map in the gamesdays getting feedback in the threads except mine. how am i supposed to know how to improve my map if nobody will tell me?
Getting feedback is not really always down to people begin lazy, hating you or map.
Here is old list i made sometime ago.

- Test more than once, just because somebody didn't leave feedback on your map doesn't mean it sucks or is perfect, not every issues comes up on first few playsessions.

- Join chat, i mean it, really do, you can ask feedback from people who were there if you need to, people like to give it trough chat sometimes, it is easier that way.

- Be spectator, sometimes it is good idea to sacriface some of your personal enjoyment and watch how map plays.

- Run around your map alone. While not the most effective testing method, it helps to find annoying clipping, sightlines and so on.

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Old 06-15-2011, 09:56 AM   #17
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(what wilson said)

Also, since the implementation of the feedback system, people don't post in threads very often. Why you posted in STV thread when you want people to post in your thread is a little confusing, but none-the-less it looks like you get plent of feedback right here... No if your confused on something, or what something more in detail, then ASK the person. You can't just expect feedback to walk up to you and start a conversation, you need to go out and get it.

ALSO: Why you posted in the WiP thread is completely silly, and un-needed.
 
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Old 06-15-2011, 10:01 AM   #18
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thanks for that link Forzen. is there some way to use that site so i can see where the players gave the feedback? if not, i think can figure it out with those coordinates in hammer

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Old 06-15-2011, 10:02 AM   #19
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You should be able to download vmf with locations once you claim the map is yours.

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