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SD_CrashDown 



Map Version: Alpha 
Type: CTF
Released: 07-16-2012 
Last Update: 08-20-2012 
Mr. Happy
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Default SD_CrashDown

SD_CrashDown, a launch facility set in a snowy alpine place in the night.
Your mission: to send poopy jar to the stars! Or rather, the moon, specifically. That's a star right?

As such it is set at nighttime.

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==========================
Always current screenshots
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=================

Back with everyone's favorite map, now featuring everyone's favorite gamemode: Special Delivery. BUT NEW NAME!

Bloviation has evolved: now it is SD_CrashDown. How exciting!


The map has been completely redesigned for Special Delivery gamemode. I also took it a few steps further. So this alpha 1 is what I would normally make an alpha 3 or 4 or so.

Special Map thing:

There is a one way gate in the center of the building facing the australium. This lets you get back from rocket to australium super fast. It does not let you go the other way and it does not let the australium through, so don't even try.


Changelog

a7
----
-added a new route between rocker area and australium on each side just outside bases
-opened up base near rocket a bit
-changed ramps arrangement slightly
-re-hinted
-opened up australium area slightly
-setup warning lights
-added signs
-stalemate timer
----TODO: make it work.
-detailed a stair case
-move some lights around and tweaked values
-opened up the battlements ramp shack near rocket
-pushed battlements back
-clipping and art change near the australium battlements ramp shack
-moved setup gates slightly
-lowered cliff
-adjusted ridges near australium battlements ramp shack
-other tiny tweaks

a6
----
-adjusted fogs and lighting
-raised battlements to be more battlemently and redesigned
-opened up rocket-jumper path exit area
-rearranged the walkway pipes
-reshaped the gantry and raised it. can be used to board platform at places below top
-changed the entry into the australium area slightly
-opened a wall between rocket and australium areas
-began rehinting
-cave at rocket tunnel exit and changes at australium exit to make more noticeable
-gantry retracts when rocket launches
-moved rocket slightly away from top catwalk

a5b
-----
-improved rocket animation
-hdr

a5
---
-added a route through the hill from the underground junction out the middle of the 'hill' under the 'gangway'
-shortened routes out of spawn and lowered spawn
-added second 'bridge'
-moved health near australium
-changed the 'hill' heights a bit
-opened the 'ridge' up some

a2-a4
-------
rescaled map a couple times and made heavy changes to all areas

a1:
-----
1. redesigned entire map
2. SD GameMode
3. Fixed the annoying sound from doomsday (also improving I/O prediction performance)
4. Thoroughly tested for issues this time.

a0 aka kotf_bloviation:
was a map. an experiement.
experimap. it has evolved.



Old 07-16-2012, 07:54 PM   #1
yyler
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It still looks massive and full of enormous sightlines and empty expanses, but also looks better and more interesting. A one way door is an interesting idea, wonder how no one thought of that yet.
 
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Old 07-16-2012, 11:18 PM   #2
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Best name

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Old 07-17-2012, 11:26 AM   #3
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Much better layout than doomsday

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Old 07-17-2012, 11:44 AM   #4
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It's so... colorful! I've never seen this many different dev textures in the same map.

Oh, and sightlines. That too.

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Old 07-17-2012, 01:40 PM   #5
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Quote:
Originally Posted by Idolon View Post
It's so... colorful! I've never seen this many different dev textures in the same map.
You should try func_door sometime, if you can find it.

A rainbow of devtextures.
 
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Old 07-17-2012, 03:56 PM   #6
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I can't release an alpha that I see no flaws in, if I see no flaws then the layout is finished. Mirror symmetry is constraining and SD is even more constraining since there are two focal points on the plane of symmetry, so I am finding it harder to design for than other gamemodes. More sightline control and some slight resizing will come in soon versions. I was trying to make the rocket area good for heavies and snipers by making it so large. On the ground sightlines are a bit better than air shots would imply.

I hope it is interesting enough to maintain peoples interest while playing.

There are only five dev textures! Perhaps I should use more, it would make preliminary texturing via replace easier. I also don't like alphas that use only one or two dev textures, it's too hard for me to tell where I am and what the space around me is shaped like.

My 72hr map had two one way doors for the same purpose.
 
Last edited by Mr. Happy; 07-17-2012 at 04:01 PM. Reason: I post too fast.
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Old 07-18-2012, 12:53 AM   #7
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Quote:
Originally Posted by PMAvers View Post
You should try func_door sometime, if you can find it.

A rainbow of devtextures.
'S called Rainbowride now. Dunno if they still play it on the Café.

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Old 08-19-2012, 04:38 PM   #8
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http://forums.tf2maps.net/downloads.php?do=file&id=5190

version a5.


This map is still being developed!






 
Last edited by Mr. Happy; 08-20-2012 at 06:40 PM.
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Old 08-23-2012, 12:09 PM   #9
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Loving those spotlights. Not so much the split-colored stuff in the middle. Can't it just be gray?

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