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Old 06-27-2012, 11:12 PM   #1
yyler
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Default Let's talk Doomsday.


http://calcified.net/maps/sd_doomsday_d.rar

Logic basically looks like anyone did it, nothing special or new. Don't see any new ents. Australium is a flag with some new properties on the item_teamflag. Lots of new voice clips. Appears to basically be a CTF/PL hybrid. Will wait for Booj to confirm.

Some new props: new door, broken down hydro crate, cap point thing cut out of the larger circle (makes sense when you see it), new australium related stuff, new corkboard, new skins for the wooden_fence models but compiled as a new model for some reason, secret map model, a power core (???), rock002 mirrored, the rocket pieces, a rocket exhaust (looks like a huge vent, I like it), gameplay signs that say ROCKET and AUSTRALIUM, new wood fence model, tiny uniform locker for Poopy Joe, a banana peel, and a secret diary model. OK, I think that's everything.

Textures: the ground is a new blend texture, new overlay--search "sd_sign".

Gameplay: Has anyone managed to play this without being on a 32 man, insanely laggy instant spawn shitfest server? Because I haven't. Seems okay, other than ridiculous sightlines.

Detailing: Criminally underdone? Though maybe it's okay since the rocket blows up part of the skybox holy shit. It reminds me of the detailing on launch maps.

Also, kitteh.mdl
 
Last edited by yyler; 06-27-2012 at 11:31 PM.
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Old 06-27-2012, 11:23 PM   #2
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Default Let's talk Doomsday.


A bunch of members of my UGC team and I ran a 9v9 on it. It was fun, but I cannot for the life of me figure out why the ledge above the sewer entrances doesn't have a fence. That sniper sightline is just beyond stupid. As a Spy though, I enjoyed reliving Hightower's death-from-below-and-from-above elevator sequence. Mini-sentries and, to a lesser extent, normal sentries are very powerful on the map as well.

My personal opinion is that this game mode won't stand-up in competitive play (at least until someone builds a map that conforms to standard competitive design), but it's a good laugh for public.

Also - reward for coolest ending sequence for a map ever.

EDIT: To show the terrible sightline I'm referring to:


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Old 06-27-2012, 11:41 PM   #3
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Default Let's talk Doomsday.


I'm definitely with you on the detailing. There are way too many blank, bland walls scattered around. It looks like a b1 in most places, especially the incredibly ugly, plain tunnel going left out of spawn. That finale is cool as hell, though.
 
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Old 06-27-2012, 11:45 PM   #4
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isn't func_flagdetectionzone a new entity, I swear I haven't seen it before. there's been func_respawnflag before, which isn't the same thing and shouldnt be confused for it.

Map feedback: another example of a valve map that wouldn't/couldn't be developed on this forum, for better or worse? There's a lot of things I don't agree with and the gameplay isn't great, it feels like its hiding behind the gamemode gimmick too much.
As in, it gets away with things that it shouldn't; sightlines, cluster gameplay, jump class superiority, minimal chances of winning comebacks.

Obviously I'm basing this on very early and unorganized play.
I think the idea in itself is decent. But the map isn't on the same level as Goldrush was for payload, or Viaduct for koth.

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Last edited by Ravidge; 06-28-2012 at 12:00 AM.
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Old 06-27-2012, 11:45 PM   #5
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too cramped, i dont like how tall the elevator goes, balance is undetermined because all i can find is fucking valve servers.

the gamemode is pretty cool though, pretty interesting and seem kind of tough to balance the difficulty to get the elevator up and the difficulty to get the intel to respawn thus giving your team a chance to win again. i'm probably going to make a map for this in 72hr.

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Old 06-28-2012, 12:05 AM   #6
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Default Let's talk Doomsday.


Better question:

Figure out how to implement Pyrovision on all maps?
 
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Old 06-28-2012, 12:11 AM   #7
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Default Let's talk Doomsday.


Quote:
Originally Posted by Ravidge View Post
isn't func_flagdetectionzone a new entity, I swear I haven't seen it before. there's been func_respawnflag before, which isn't the same thing and shouldnt be confused for it.
Dunno, have literally never made a CTF map

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Better question:

Figure out how to implement Pyrovision on all maps?
Just make a pyrovision map

Not sure how the assets are handled unfortunately
 
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Old 06-28-2012, 12:16 AM   #8
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Default Let's talk Doomsday.


Quote:
Originally Posted by Ravidge View Post
isn't func_flagdetectionzone a new entity, I swear I haven't seen it before.
I'm pretty sure it is. I've tried to do many things with flag alert before, with mixed results. You'd think that they'd serve the same purpose though...

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Old 06-28-2012, 12:39 AM   #9
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Default Let's talk Doomsday.


Don't you fucking dare make another melee fort with this Asylum don't you even fucking think about it
 
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Old 06-28-2012, 12:41 AM   #10
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Quote:
Originally Posted by yyler View Post
Don't you fucking dare make another melee fort with this Asylum don't you even fucking think about it
You know it'll happen


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