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Arroyo 



Map Version: Beta 
Type: CTF
Released: 06-19-2012 
Last Update: 01-15-2013 
Micnax
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Thumbs up Arroyo

General information:
Previously known as ctf_micnax_72, this is the map I made for the 2012 72 Hour Mapping contest!
The general plan I was aiming for was to have a Gorge theme based around a small valley with a trainyard, playing much like DoubleCross while avoiding the main problems contributed with Capture The Flag maps.

Contest stats:
Time allowed: 72 hours
Time spent: 34 hours 13 mins
Crashes: 4
Versions before final: 5
Original layout: http://i.imgur.com/Cxt32.jpg
Complete build progress video: https://www.youtube.com/watch?v=8NFh0IPXC9g


Changelog

Beta 6:
- Adjusted fog and skybox fog to be further away
- Fine-tuned fade distances on many objects
- Added small detail to the first train storage rooms
- Added 5 small easter eggs! (They're all the same, mind)
- Added custom objective text and map menu portraits
- Yet another proposal to move it up to Release Candidate



Old 06-19-2012, 01:06 PM   #1
Sergis
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ze plan looks promising

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Old 06-19-2012, 05:15 PM   #2
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I like that someone else indicates doorways by just drawing black bars over the wall. People think I'm crazy for doing that.

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Old 06-19-2012, 06:33 PM   #3
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Quote:
Originally Posted by stevethepocket View Post
I like that someone else indicates doorways by just drawing black bars over the wall. People think I'm crazy for doing that.
How else would anyone do it? It's the most logical option!

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Old 06-20-2012, 10:50 PM   #4
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I do it for windows (not doors though)
Layout looks nice by the way, I like the Double Cross approach to it.

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Old 06-30-2012, 06:10 PM   #5
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Back! Back onto the front page I say!

Here's the layout I'm working with for Alpha 2:


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Old 06-30-2012, 09:02 PM   #6
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I assume that thing that looks like a titty is the intel?

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Old 06-30-2012, 10:02 PM   #7
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Quote:
Originally Posted by The Asylum View Post
I assume that thing that looks like a titty is the intel?
I'm not seeing it.

Fun map! Very fun indeed. The only problem is scouts who run out of the intel room and take the stairs, running along the trains, are pretty much out of reach from those on the bridge/in the water. Makes for too easy a cap. Need to have a way to stall scouts who take that route, or move them onto the bridge.

Or maybe not, maybe it's enough of a disadvantage wasting time getting onto the train (but I would say it's not). Maybe if getting up onto the trains in the first place was more difficult then scouts would have a choice - danger now or danger later?

Overall though this was really fun, especially for ctf. Like a mini doublecross with less of the stalemate. I hope you continue with this! Gorge theme, remember

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Old 07-02-2012, 01:41 AM   #8
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It's here! Woohoo!

Now submitted into the contest, after a gruelling 34 hours and 13 mins over the course of 72 hours! I recorded myself creating the map from scratch on my stream, so I'll have a speeded up compilation up soon.

Some screenshots:






Also, the final compile log:
http://i.imgur.com/WSDgG.jpg

I hope you enjoy it!~

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Old 07-02-2012, 01:56 AM   #9
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i really like the size of this map

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