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Frostfell 



Map Version: Beta 
Type: PLR
Released: 01-11-2012 
Last Update: 07-05-2012 
Tom Hoen
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Welcome to Frostfell!

Does your drink have ice cubes? Do you know where they come from? No? Then here's the answer!

Welcome to Frostfell!

We deliver best ice cubes in the world and we're proud of it! Our ice cubes are mined from deep withing the frostfell and are delivered by mine tracks through hills and dynamic doors and more hills. Why? Because it's cold out there and our ice cubes have extra flavor*.

*May contain blood, bones and traces of battle

-----

Map made by : Tommi 'Tom Hoen' Kasurinen

My entry for the 7th Major Contest "Dynamic" Payload. My intends with this map is simply finish it and be proud of it.

Thanks to:
A Boojum Snark for Ultimate Mapping Resource Pack
yyler for great lighting tutorial
Fr0Z3n for explaining what was wrong with my ending
TF2maps community for support
My friends for support, cheer and bug hunt

Huge thanks to my friend Tero Isoniemi for bug hunting and suggestions!!


Changelog

05.07.2012 // Beta 2

Completely remade Blu side of the map. Now follows Blu architecture

Added obstacles on the balcony
Obscured sightline from balcony to dynamic door
Added draw distances on various models
Added 3d skybox
Added new skybox texture
Added more detail in unplayable areas

Fixed various player clips
Fixed misaligned textures
Fixed trigger_push not pushing hard enough near end pit

And something else I can't remember

30.04.2012 // Beta 1 b
Fixed end trigger_hurt not being disabled correctly
Fixed various overlays not showing
Fixed player clips

Added doors to the final endpit to prevent players going inside to take a look

Made it easier to get onto the balcony by jumping, added visual clues to hint this

Redid hazard overlays everywhere

Added beta stuff like textures and such



Old 01-11-2012, 07:40 PM   #1
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Let me just say I'm incredibly sad I didn't think of this name first, because I really like it.

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Old 01-11-2012, 07:44 PM   #2
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The hallways might be a little too tight for the cart to slip through with people pushing on the sides, but I'd need to run through it to check.
 
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Old 01-13-2012, 06:37 AM   #3
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Alpha 1 released. Should get this tested soon!

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Old 01-16-2012, 11:20 AM   #4
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I only played about 10 minutes of this map, but I liked what I saw. I felt though the exterior area's were very jagged and I was constantly looking upwards. All in all though, a very good start.


I think I left feedback in the system too.
 
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Old 01-17-2012, 12:54 PM   #5
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Thanks Fr0Z3n for your supporting words. I will make some changes and try somehow make it more obvious where the cart is in the beginning. Also I suck at displacements but I'll improve them for sure. I may have time to map near weekend so I'll post some images then.

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Old 01-25-2012, 08:32 AM   #6
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Thinking of changing my layout to this (Left is new layout and right is the old):

At the moment I feel that my endings are too far away from each others and this doesn't put pressure in the end. In the new design there would be hearts beating as both teams could see each others pushing towards the end.

Also I thought maybe the end could be same point for both and winning team would lauch their cart in the air and have huge fireworks yelling their name and colors.


-----EDIT----
I'll edit this to thanks Fr0Z3n for his post under this. I totally had forgotten the fog

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Last edited by Tom Hoen; 01-25-2012 at 09:13 AM.
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Old 01-25-2012, 09:05 AM   #7
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I like the "both teams final points are the same" Its much like pipeline final ... not too sure about the fireworks.


Also, for future reference, when taking overhead shots, in console, if you turn fog_enable 0 and fog_override 1 (it is whatever is opposite of the stock defaults they give you) ... you can get rid of the over head fog and have a clearer view of the map.
 
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Old 01-26-2012, 11:49 AM   #8
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here is your feedback

And here is your demo


(p.s, I like this map. You need to work on your displacements so they aren't so rough. Smooth them out.)
 
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Old 01-26-2012, 12:34 PM   #9
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map was cool. felt a bit open in some places, but overall quite good.

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Quote:
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the fact a map recieves feedback from us at all is like a God send

 
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