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Old 01-02-2012, 11:49 PM  
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PL_rust (Named used with permission from Ravage)
Map by Joe R.
Contact: nightsfrost@gmail.com

Nestled in a small canyon rift, Red has begun mining for a very special ore. This is the only Ore in the world which can be used to...

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Old 01-24-2012, 03:51 PM   #50
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And new blu spawn + route + new overhead of map





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Old 01-24-2012, 03:58 PM   #51
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Quote:
Originally Posted by Fr0Z3n View Post
And new blu spawn + route + new overhead of map
Good. Blu spawn was the down point of the map simply by how stunningly dull that first area was.

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Old 01-24-2012, 04:21 PM   #52
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Yea, I'm kind of amazed how much better that area looks... I'm just wondering how it will play.

EDIT: Also for the next release I'm going to displace that area and add some color to it. Should look a hella lot better.

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Old 01-26-2012, 07:06 PM   #53
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Started to make the second cap point more open whilst breaking sightlines and making things feel more like a factory/steelmill/stuff.


... Now with 200% more barrel stacks.


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Old 01-27-2012, 01:34 AM   #54
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Noooo, you have removed my favorite sentry and teleporter position What will now happen to my little sentry.

Yesterday when we tested this and blu was about to capture the second last point I felt the map was big. All battles occured casualy and I didn't feel the pressure. Blu couldn't keep the pressure and battles happened near second and third cp. Althought this might be because map isn't familiar to everyone and there weren't many players or I just was blind.

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Old 01-27-2012, 03:27 PM   #55
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Alright, well, I just had an a6 test of this, and it went pretty well, but it shows that after cp 2 there needs to be a little less metal. The new cp2 area though is playing rather well overall and the spawn times for the final seemed to be pretty good. I'd like maybe 1 or 2 more tests of this, then I'll go to a7, and then probably start the de-urbanization project.


... fallback is pipeline theme.

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Old 01-27-2012, 11:14 PM   #56
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Hi.

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Old 01-28-2012, 02:47 PM   #57
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Alright, so a6a had some... issues.

I realized on of the problems was that reds respawn after the base of the hill was capped was was set to 5... So that it why there was an outpouring of red. I have re-adjusted it to 8 (from 9 pre-cap)

I will also add this route after cp 2 is capped (image says 3, I screwed up) thoughts?

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Old 01-28-2012, 03:44 PM   #58
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I'd make it into a u-shaped corridor or something, cos you had some nice optimisation going on there that's buggered if you just throw a door in. Also, cuts sightlines.

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Old 01-28-2012, 04:08 PM   #59
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Where are we talking?

EDIT: Oh wait. Nvm... Yea, I see what you're saying. Good idea. I'll see what I can do.

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