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Map Version: Planning 
Type: KotH
Released: 06-28-2012 
Last Update: 06-28-2012 
Arnold
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My entry for the contest. Not much to say really it's koth you cap point and hold for 3 minutes you win round.


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Old 06-29-2012, 08:32 AM   #1
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Old 06-29-2012, 09:06 AM   #2
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I like.

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Old 06-29-2012, 04:44 PM   #3
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Old 06-30-2012, 05:18 AM   #4
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I had a run around. It looks nice, scaling seems to be good, let's play it! Yeah! Woo!

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Old 06-30-2012, 11:29 AM   #5
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Old 07-02-2012, 09:19 AM   #6
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The metal girder'd buildings look more like MOMA installations than buildings. Why would they be placed in that arrangement? on the exterior? Rest of map looks like it's coming along okay though. Maybe change that concrete surface to a blendmat disp w/ the reddish ground in the background, show accumulation of dust in cracks etc

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Old 07-02-2012, 09:38 AM   #7
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let's just call them storage units I'm working on having them make some more sense but I don't think it's too bad at the moment.

I'll be adding dust in later stages, just kindof feeling out where to go with this.








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Old 07-03-2012, 02:26 AM   #8
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Hmm. I am going to take a good guess on what the map is.

It's a prison? Eh? Eh? "Storage" units. Searchlights. Inescapable concrete cliff of doom? Perfect prison.

I don't know, but I do like the tall focal building.

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Old 07-03-2012, 05:36 AM   #9
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Those grey ibeams look horrendous. Also why are some of them at weird angles? TF2 aesthetics never do that. Metal stuff is always neat and uniform, the wooden stuff is more mismatched and patchy.

The cliffs also look too uniform. There are so many steps to them... is this from a reference picture? Because it looks way off from something natural. I'll assume the tops are flat because you just havn't got around to that yet, but personally i'd have larger and fewer cliff segments.

The shadow grouping to smooth the shadow transition on the building in the middle-back actually looks more odd than nice, but i'm not sure whether it's because i'm not used to seeing that in Source or whether it's because it should actually have a hard transition. Shadows on structure edges like that really are hard and it probably should be left that way.

The use of the metal door texture for the fencing is also pretty repetitive, is that because it's a place holder? It would probably be OK just to have it used on the pieces around the CP, but you should mix it up in other areas of the map in future.

Final bit of criticism is that the spotlights during daytime look... not right.

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