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Old 06-29-2011, 03:54 PM  
Fr0Z3n
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Default Frozen


cp_frozen (3 Stage CP A/D Map)
Author: Joe 'Fr0z3n' Radak

Email: nightsfrost@gmail.com

This is my entry for TF2Maps.net's 72hr Mapping contest. It was largest entry into the competition. It was ranked first seed after...
 
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Old 08-07-2011, 05:06 PM   #50
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Alright, so school will be starting for me soon, but I will (when I can) be working on each of the stages individually. Orange is spawn doors (not sure about the ones with the ? next to them, I will probably add the middle one.) Green are paths that you can't see from the picture (the grey platform is ~64u above the ground).... Distance from spawn to cp1 is ~1700u compared to the original distance which was 1250u (and as another reference, dustbowl s1cp1 is 2100u).



I am trying to work on how to make the bottom right look less dull, and how to make that mid a little less open than it is now. But this is the general layout.

Here is the first half of the new stage 1 (second half may be similiar to the original. The other stages may not get this much of a change (for example, I want to keep stage 2, but I will be reworking some things so that it is easier for blu to hold after capping cp1)... but stage 1 will get settled first, then I'll move on.


EDIT: Windmills are gone (for now?)
EDIT 2: Also, that grey roof'd building top mid does not have a room that large... the room is around half or so?
EDIT 3: Have a screenshot
 
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Old 08-09-2011, 08:46 PM   #51
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cp_frozen_stage_a_a1


Going to be testing these stage by stage now. I completely redid the first stage, hopefully this will play better and be less chokey than the previous version.

The other stages won't be completely redone as much as this, but there will be some changes that should be very beneficial.

Enjoy, feedback welcome.
 
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Old 08-09-2011, 11:46 PM   #52
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Painfully easy to snipe. I was racking up very hefty killstreaks with the sydney sleeper.

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Old 09-07-2011, 01:17 AM   #53
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the respawn times for red in the test were 20+ seconds. that causes the following problems:
1. 20+ second respawn time sucks
2. red team doesn't respawn in time to properly set up on CP2 and has to get blu off it
3. 20+ second respawn time sucks

also, by "gay spots" in feedback i meant the pipe. a solly up there is rather unpleasant, instaflanking anyone exiting the right exit. if not clip, you could add a little awning over the spawn exit maybe

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Old 09-08-2011, 10:14 AM   #54
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rechecked with mp_showrespawntimes, both teams had 10 seconds. odd. i clearly remember waiting 21 seconds to respawn. that happened only once tho

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Old 09-08-2011, 10:17 AM   #55
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I'm working on a mini project right now until I can see how much time I can put into cp frozen (only 3 weeks into classes, and I have a new schedule -_-")...

Once my mini project is done I will resume work on stage 1.

Things to fix:
Respawn times
Sightlines
final cap point being too hard to defend.
 
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Old 09-08-2011, 12:06 PM   #56
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Glad to see this hasn't died.

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Old 09-10-2011, 07:07 PM   #57
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Default About damn bloody time.


Updated the first stage to cp_frozen_stage_a_a2 (blame rexy, i'm using his naming convention)

Have some pictures of the changes:




This pictures show:
#Added a dynamic element (<3) to CP1. There is a large door that will remain down until CP1 is captured. On capture, it will rise up. There is also 2 ways around said door. It has the same flow, but not such a long sight line.
#CP2 has been reworked, it now has a dropdown into the CP building. This dropdown does not interact with the point, red can barely see any of the cap area from the drop down (this is a good thing)
#Added a little nook/thing for sentries, to cover B, but might end up being too powerful. Just testing it for now.
#Added cover coming out of lower exit for red.
#A gamebreaking Misaligned texture in the red spawn room.

This pictures do not show:
#Fixed respawn times so you don't have 20s respawns anymore
 
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Old 09-10-2011, 09:06 PM   #58
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the pictures show:
a gamebreaking misaligned texture

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Old 09-10-2011, 10:02 PM   #59
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Fix'd
 
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