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gothic 



Map Version: Beta 
Type: CP
Released: 06-30-2011 
Last Update: 08-18-2012 
Ezekel
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Default gothic

a steel type map set in a castle/fortress that's in the process of being gutted to house some sort of device.

originally i wanted to have a dracula's castle sort of feel with a dr. frankenstein's lab for the final. things haven't turned out that way in the end, but i still like where this is going so far.

i hope to work on this more over the summer, and see where it goes.


Changelog

event:
- added exploding pumpkins
- halloween soundscape
- added HHH

b1:
- fixed clipping issues on the "manor" doorframes
- fixed the problems with lighting in the box room + CP A room and in the chapel
- added cubemaps to the level
- tweaked red's first redspawn room to make it harder to get caught between blue and C when B gets capped
- tweaked how the spawn door to A locks down so that red can retreat easier once A is capped
- decreased the speed of the A-B door by 20% (10->8)
- increased captime on B by 1 second
- increased captime on A by 2 seconds
- added a skybox



Old 06-30-2011, 10:58 AM   #1
MangyCarface
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This is pretty sick looking actually

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Old 06-30-2011, 11:58 AM   #2
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Yeah, I'm interested to see how this progresses
 
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Old 06-30-2011, 01:51 PM   #3
honorum646
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I absolutely LOVE the idea of the graveyard capture point. To take it one further, I would suggest incorporating space inside those mausoleums for health/ammo.

EDIT: Now that I look at it a bit, that point looks a bit crowded. Maybe spacing it out a bit more would be a good idea.

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Old 06-30-2011, 02:02 PM   #4
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If this map doesn't have Frankenheavy, I will be disappoint.

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Old 07-01-2011, 08:11 AM   #5
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Quote:
Originally Posted by Psy View Post
If this map doesn't have Frankenheavy, I will be disappoint.
I would love to, maybe i could borrow the entities controlling the headless horseless horsemann and replace the character model...
know any one up to the task of modelling a tf2 universe frankenstein's monster?

maybe i should go all out and give it the halloween paraphenalia treatment when i come to detailing?

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Old 07-01-2011, 08:18 AM   #6
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Quote:
Originally Posted by honorum646 View Post
I absolutely LOVE the idea of the graveyard capture point. To take it one further, I would suggest incorporating space inside those mausoleums for health/ammo.

EDIT: Now that I look at it a bit, that point looks a bit crowded. Maybe spacing it out a bit more would be a good idea.
i'm thinking of making the mausoleums open, but i'm not 100% on it, because i can see it turning into the garages in harvest, and i don't want that.

i may replace them with something else that's more open to address the cramping, but i don't think it's too cramped during gameplay because you can go around behind both of them. more testing is needed i think. TO THE MAP SERVER!

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Old 09-20-2011, 11:41 AM   #7
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ok. so, long time no see.
Been busy hammering out my final project and then i had to work on finishing off something special, that you'll be seeing in the next month or so (so keep your eyes/ears open ).

anywho, back to gothic then:
so, i've done a re-build on B, and started to "pretty up" one of the walls on point E.
here's some screens of E:






gonna see about getting the map into a test day sometime soon to see how B plays now + to make sure the rest of the map is staying fun/balanced.

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Last edited by Ezekel; 09-20-2011 at 11:45 AM.
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Old 09-20-2011, 12:21 PM   #8
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this is purdy

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Old 09-20-2011, 07:08 PM   #9
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ok a few more screens before bed:

(there's still a ton to do in just this room alone)





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