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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

b4:
- completely rebuilt the connecting passageways between A-D and B-C
- moved the graveyard cap area (cap point C) ~320 units closer to B

b3:
- changed the ammo/health layout at C. (made the full ammo kit more visible, removed the ammo kit on the open grave, removed the 'hidden' medium health kit). this should help blue make more effective pushes on C
- removed the halloween event entities (no exploding pumpkins or horseman boss)
- changed the secondary B-C path (no more hopping over crates), so that it now allows blue team to have more than one entrance point into the C area
- finally fixed up the clipping around the open grave at C

b2:
- reduced sound of various ambient noises
- added a seperate layer of insideness to the soundscape so that the rain doesn't get too quiet too quickly
- patched up some visible nodraw surfaces
- swapped the medkit on the A's upper flank for a small ammo kit
- fixed up the texture on the altar at D so it doesn't glow
- updated the textures for the stained glass windows

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
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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
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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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