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Upland 



Map Version: Release Candidate 
Type: CP
Released: 07-20-2011 
Last Update: 09-27-2012 
honeymustard
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Default Upland

CP_Upland
By Mark "honeymustard" Sinclair and Dan "IrishTaxiDriver" Merboth
E-mail: m.sinclair@gmail.com
Steam: http://steamcommunity.com/id/honeymustard/ | http://steamcommunity.com/id/irishtaxidriver

Intro video: http://www.youtube.com/watch?v=QehdWFqc6hE
Development video: http://www.youtube.com/watch?v=MRADvUJpfe8

Upland is a 5 point attack/defend map with the same format as Steel.


Changelog

rc4
- Fixed the game rules (removed capture point glow)
- Removed rails on E point

rc3
- Increased E cap time
- Added resupply cabinet to E red spawn exit
- Added rails to E
- Added some more cover to E
- Added cover to A blu spawn exit
- Added fences to A and C-D lower route
- Removed B blu spawn exit stairs
- Added cover to B blu spawn exit and to the bridge to the point
- Added medium health pack on C-D lower route
- Fixed loose ropes on A drawbridge
- Improved clipping
- Improved skybox

rc2
- Fixed glow disappearing at long distances
- Fixed some clipping
- Fixed ragdolls falling through E point (mostly)
- Fixed being able to shoot through the drawbridge gap when it's closed
- Fixed the drawbridge killing you if you were on top of it
- Improved detail

rc1
- Blocked the lower route between E and D
- Blocked the windows overlooking E a little bit
- More clipping, detail and optimisation
- Menu photos etc

b4
- Lots of optimisation, detail and clipping
- Added sliding door for lower route C-E
- Added some small cover etc on A

b3
- Fixed sentries (and hitscan weapons) being able to shoot through E
- Blocked up D-E route a bit
- More detail, clipping and optimisation and general bug fixes
- 3D skybox and HDR

b2
- Remade A-D (A-E-D) route
- Fixed the overtime bug
- More detail, clipping and optimisation

b1
- Complete detail pass
- Lots of added cover and other minor changes

a8
- Fixed sightline from B to C
- Fixed red firing into blu spawn from B
- Removed ramp allowing red to go from C to B
- Reduced A cap time and increased B and D cap time
- Moved some health and ammo
- Lowered the cover on D point

a7
- Added a route from C to E (with dropdown)
- Changed red's second spawn exit to E
- Raised glass ring on E

~snip~



Old 07-20-2011, 06:41 AM   #1
Dr. Element
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The mid point seems kinda unacessible... Does it lower as you capture the other points? Because that would perhaps work out

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Old 07-20-2011, 06:54 AM   #2
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Yes.
 
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Old 07-20-2011, 07:57 AM   #3
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Thats how steel works...

Idk, it feels flat in a few too many places, and has some very open and long areas, where heavy's and snipers could dominate (i'm looking at A and B specifically).


I like D though, don't know why. And B really need supports on the floors, looks silly without them.
 
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Old 07-20-2011, 08:08 AM   #4
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Quote:
Originally Posted by Fr0Z3n View Post
I like D though, don't know why. And B really need supports on the floors, looks silly without them.
It's alpha. and I wouldn't make the other assumptions based on the screenshots.
 
Last edited by honeymustard; 07-20-2011 at 08:53 AM.
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Old 07-20-2011, 11:10 AM   #5
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Quote:
Originally Posted by Fr0Z3n View Post
Idk, it feels flat in a few too many places, and has some very open and long areas, where heavy's and snipers could dominate (i'm looking at A and B specifically).
It really wasn't a problem in the first test last night. I was very surprised at how well it went.

And yeah, I want to get some more height variation in. Don't worry about it, its only an alpha.
 
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Old 07-20-2011, 12:35 PM   #6
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a slow door at C, a window overlooking E from A, a drop in blu spawn...I've seen it somewhere

also rocketjumping seemed to be more useful than in most maps

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Old 07-20-2011, 12:47 PM   #7
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This map was a blast as a fan scout, literally, it's like you designed it in mind

Quit stealing the whole "infinite routes" from petrol though >_>

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Old 07-20-2011, 01:24 PM   #8
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Quote:
Originally Posted by Sergis View Post
a slow door at C, a window overlooking E from A, a drop in blu spawn...I've seen it somewhere

also rocketjumping seemed to be more useful than in most maps
We took apart steel and realized the maptype doesn't really function without those things, so we introduced variation wherever we could otherwise, like with the points, spawn locations, and routes to E.

Quote:
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This map was a blast as a fan scout, literally, it's like you designed it in mind

Quit stealing the whole "infinite routes" from petrol though >_>
I've never heard of petrol, though
 
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Old 07-20-2011, 04:24 PM   #9
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In short, Petrol was made by Icarus, then given to me, then given to moose, then I dunno. But basically, when I came along, B ended up becoming a point that had like infinite routes in once you got into it.

It plays out interestingly when you do such a thing but it may be a bit too complex in terms of everything. (THIS IS REFERRING TO YOUR MAP)

And you do not need the drop in blu spawn!

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