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Maelstrom 



Map Version: Release Candidate 
Type: MVM
Released: 12-30-2012 
Last Update: 02-17-2013 
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Default Maelstrom

Awarded 2nd Place in the TF2Maps MVM Contest!

Maelstrom: a map made by PDT (Mapping) and Turbo Lover/Behind You (Population File).

Many thanks to the many testers and people who gave feedback!

This MVM map makes use of two entirely distinct paths the bots take, each with a quite different route - one is short, the other is long. This will require the players to be on their toes and constantly alert; also, there are two flanks that correspond to the two routes.
Contains two wonderful paths for tanks to take as well.

The bots work properly and they follow the correct paths, as well as the tanks.


Changelog

rc1 released! http://dl.dropbox.com/u/84556731/mvm...om_rc1.bsp.bz2
thanks to all the testers for helping me and Turbo get this far!

b5a released! http://dl.dropbox.com/u/84556731/mvm...lstrom_b5a.zip
things to fix in b6/rc1:
-lighting on shipping containers and rocks (-$staticproppolys and all that)
-tiny displacement seam on the edge of the hill near the bomb hatch
-hdr a little too bright on white walls

B3 Released!

Changes:
Fully detailed
Bot support
Flank support
Tank support
Extra bg detailing
Difficulty fixes
Fully customized pop file

...

A1 - Layout and Pathing!



Old 12-30-2012, 03:24 PM   #1
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I read the name of the map as Malestorm.

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Old 01-03-2013, 07:06 PM   #2
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Updated to A3 - partially textured, full (but not customized) population file, and working nav meshes and tanks! Ready to play, all you have to do is extract the files to your steamapps/*username*/team fortress 2/tf folder, merging the folders as necessary.

Screenshots:





Also, I'd like to test this sometime soon - how would I go about doing that? Should I just mention it in the chat so an admin could upload the map?

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Old 01-03-2013, 08:07 PM   #3
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Yep, anyone with VIP can upload it and switch to it.
 
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Old 01-04-2013, 11:28 PM   #4
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Texturing and skybox work

Also yes those edges on that cliff to the left are wierd.
Sadly I can't use the awesome mountainlab rock texture as that uses a different blend texture... or I could if I knew how to change that property. Someone direct me to a thread teaching how to change the blend texture or something I'm pretty sure it involves directly editing the texture itself but I'm not really sure.

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Old 01-04-2013, 11:39 PM   #5
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Well, 2 things:

There probably shouldn't be grass patches up and down the cliffs, idk, it looks weird unless you plan to add ivy or something. Grass doesn't do that. It's used more for blending the cliff edges, check Gorge for example.

Second, textures are just VMT files (text files) that call images (VTF files). VMTs and VTFs are not always 1:1; there are many VMTs and far less VTFs. Open a blend texture in Notepad++ (like the one you're using), change the rock texture to the Mtn Lab one (make sure you use the correct path) and resave it in the correct folder and it should be good to go. The dev wiki is actually pretty good on this if you want to go more in depth. If you want examples of edited textures like this, open Anthem in GCFscape; I changed the default grass to use swamp sprites. It's basically the same idea.
 
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Old 01-05-2013, 12:01 AM   #6
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Yea or nay?

Thanks for the tip, yyler, I'll probably end up using that a lot now that I know how to do it.
I believe as with all custom textures simply using a normal packing program properly will attain this result in others' computers, hopefully.

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Old 01-05-2013, 12:05 AM   #7
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Well, I hate that rock texture, but if you like it then whatever man it's your map
 
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Old 01-05-2013, 03:53 AM   #8
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That looks like the good one in the wip thread, but needlessly sooty.

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Old 01-05-2013, 06:02 AM   #9
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My favourite alpine rock texture is the WINTER one from yukon, just search winter and you'll find it

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