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Hysteria (plr_panic stage 3) 



Map Version: Beta 
Type: PLR
Released: 06-20-2012 
Last Update: 07-20-2012 
Ravidge
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Default Hysteria (plr_panic stage 3)

PLR Hysteria
By: Ravidge
A single stage version of plr_panic (last stage)

A stand-alone version, with a new name. I'm treating this as a separate map from Panic.
Check the changelog below for information on what's new.


Upcoming fixes:
Fix the awful lighting.


FAQ;
Q: Why is there a massive hole in the ground.
A: http://shanghaiist.com/upload/2010/0...-guatemala.jpg


Changelog

B2:
- Backwards card speed reduced by 25%
- Cart speed levels upgrade every 1:45 min (previously 45 seconds). This should lengthen the rounds a bit and make the initial battle less deciding.
- Added warning system to the pit end of the track
- Stalemate if no one touches the carts
- Every single light entity redone/replaced with instances.
- Slight color correction
- Redone optimization from scratch, due to the straight layout every area can't be optimized though (mostly the far extremes at top/bottom of track), current worst fps area is comparable to pipeline stage 3.
- Added a some doors and extended a wall on the middle building to aid with optimization.
- Cut off one/two (both sides) cheeky sightline that was too hard to counter.
- Retextured some buildings.
- fixed the broken soundscape.
- removed vphys console spam



Old 06-20-2012, 05:03 PM   #1
yyler
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Hello old friend.
 
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Old 06-20-2012, 05:25 PM   #2
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more like euphoria
 
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Old 06-20-2012, 05:54 PM   #3
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True story, I actually had a dream about this map the other night, but couldn't mention it due to the rollback. It was probably influenced by Mecha's upcoming Robot Fortress mod, where instead of the bomb rolling back by itself, there were waves of bots pushing the bomb forward and backwards.

There were friendly waves of bots spawning from a giant machine at the bottom of the ramp, and enemy bots spawning at the top, and the bots were the only thing that could actually push said bomb. So you'd have to clear enemy waves of bots so your own bomb could advance, while attacking the enemy ones that were pushing their own bomb so you could conceivably push the enemy bomb backwards into the bot spawner to blow it up.

Also, the bass cannon was replaced with a giant floating gauntlet (ala Master Hand), and there were turrets along the walls that'd shoot little rocket-fist-gauntlets at people to knock them around/off the platform.

And that's my admission of insanity for the day.
 
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Old 06-20-2012, 05:55 PM   #4
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I'd play this map competitively

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Old 06-20-2012, 06:46 PM   #5
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Yet again, the cries of new TF2 players echo through the servers hosting this map.

I think this stage deserves it's own map really, I never managed to play long enough to get to it often.

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Old 06-20-2012, 06:48 PM   #6
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Quote:
Originally Posted by Micnax View Post
I think this stage deserves it's own map really, I never managed to play long enough to get to it often.
I...

:v
 
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Old 06-20-2012, 07:08 PM   #7
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Did you know that the word Hysteria take his source from the greek "hystera" which mean uterus ?
 
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Old 06-20-2012, 07:35 PM   #8
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Quote:
Originally Posted by Despo 357 View Post
Did you know that the word Hysteria take his source from the greek "hystera" which mean uterus ?
And what does uterus (or womb) mean, or more importantly, what does it represent? hystera = the place life starts/grows.
 
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Old 07-19-2012, 03:03 PM   #9
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Upcoming changes for b2:
Backwards card speed reduced by 25%
Cart speed levels upgrade every 1:45 min (previously 45 seconds). This should lengthen the rounds a bit and make the initial battle less deciding.
Added warning system to the pit end of the track
Stalemate if no one touches the carts
Every single light entity redone/replaced with instances.
Slight color correction
Redone optimization from scratch, due to the straight layout every area can't be optimized though (mostly the far extremes at top/bottom of track), current worst fps area is comparable to pipeline stage 3.
Added a some doors and extended a wall on the middle building to aid with optimization.
Cut off one/two (both sides) cheeky sightline that was too hard to counter.
Retextured some buildings.

Just typing it out while I still remember, I'll probably compile tomorrow.

Saving for next next update: indoor detailing.

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