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Furnace Creek 



Map Version: Release Candidate 
Type: CP
Released: 03-16-2009 
Last Update: 05-23-2010 
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FURNACE CREEK
(cp_furnace_rc)
by Nineaxis and Youme

A 3-point Attack/Defend Capture Point map (like Gravelpit). The map is set at sunset, in the desert, where RED is building a parabolic solar array to power a solar ray.

Being worked on by Youme and Nineaxis, we're splitting work using dropbox as a way of sharing files incredibly easily. Currently it's gone through three versions to get layout and balance sorted which is nearly there. It's being overhauled as I type, completely detailed and polished, you can expect a first beta in roughly two weeks from this post.



Flythrough video on youtube

Introduction video on Youtube


Changelog

Release candidate released 23/05/10:-
* Fixed hole in clipping at blue spawn.
* Adjusted certain lights to remove bright areas of red colour.
* Removed a few more vis problems.
* Fixed various playerclipping issues
* Restructured tunnels from A to C and from B to C into one three way tunnel connecting all points.
* Minor detailing tweaks.
* Added an aditional two rubber duckies for keen eyed players to seek out.


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Old 03-17-2009, 09:14 AM   #1
Fearlezz
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Cant wait to see how the beta looks

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Old 03-17-2009, 05:24 PM   #2
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Got some new screenshots out, so you can have some new teasers!!





(click for larger views)

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Old 03-17-2009, 06:07 PM   #3
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Looks great.

Further feedback: Make roof of B sloped to a large degree. People can kinda just loiter up there without repercussion.

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Old 03-17-2009, 07:39 PM   #4
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Quote:
Originally Posted by MangyCarface View Post
Looks great.

Further feedback: Make roof of B sloped to a large degree. People can kinda just loiter up there without repercussion.
This, but not for that exact reason. As a demoman, I like to place stickies right underneath the vertex, so that when people cross from one side i can just detonate the stickies. Besides, a sloped roof (THAT ONE CAN WALK ON, PLEASE) provides valuable cover for both the defense and the offense by allowing usage of the sides of the roof as kind of a wall to crouch behind away from the enemy entrances.

Also, nice and interesting style of the natural Hydro textures. The corridor picture reminds me of some of the corridors in Hydro that connect the radar dish and the dam.
 
Last edited by Cerious; 03-17-2009 at 07:46 PM.
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Old 03-17-2009, 11:44 PM   #5
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Did you two ever use the mud texture I made? I mean. I'm not forcing it on you to use it, it'd just be nice if you did.

I haven't played any maps lately, including Furnace Creek, so I wouldn't know.
 
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Old 03-18-2009, 07:00 AM   #6
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Quote:
Originally Posted by Void View Post
Did you two ever use the mud texture I made? I mean. I'm not forcing it on you to use it, it'd just be nice if you did.

I haven't played any maps lately, including Furnace Creek, so I wouldn't know.
Yes we have, its not in the alpha versions but since beta 1 should be around 90-95% detailed so it will be in there.

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Old 03-18-2009, 12:19 PM   #7
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Looking good, but nothing new

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Old 03-18-2009, 02:14 PM   #8
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Ok then fearlezz how is this for new??



It shows off the texture I made for aligning tricky displacements. Makes it a dream to do.

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Old 03-18-2009, 02:19 PM   #9
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It looks HORRIBLE!
 
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