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Map Name: Slate
 

Map Version: Beta
 

Released: 03-10-2009
 

Last Update: 11-28-2009
 
Servers Running This Map
via tf2stats.net
Gametype: Capture the Flag


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Default Slate

This may come as a shock to some of you, and hopefully most of you. But I've not been entirely honest with you about the developement of this map and neither had An Icy Mouse. Now its crunch time I've decided to come clean.

An Icy Mouse [WOE]
a n i c y m o u s e w o e
How about if i rearrange them a bit??
i o n c e w a s y o u m e
I once was Youme

Yep. An Icy Mouse is me, YM, always has been me and as of now will only serve as my clean install of tf2 to test pakrating of maps. I decided i needed a break from being Youme for a while so i created an icy mouse as a pen name. When i had started I had hoped to completely shed Youme as my alias and become an icy mouse full time.

Things never work out quite how you plan but I did drop Youme, as many of you will notice I've been using just YM for the last few months, a full new alias wasn't quite right for me.

So with my confession I can gladly tell you slate is now within the boundaries of the ctf competition once more. Since icy and me are one and the same there is no issue of collaboration and in the last two weeks I've painstakingly undone all the work ZPQ contributed and replaced it with my own work.

So, ladies and Gentlemen, I proudly present my first alpine themed map, something i know some people will be rather happy about!!


Original post:

*resurrected*
For those of you not in the steam group chat regularly or who haven't checked the blog section you won't have seen the first few screens of a new map of mine. It's a little different from what you might expect, it's a testbed for an upcoming contest, here's how it works:
  • Three stages (like dustbowl)
  • Blue attacking, red defending (like dustbowl)
  • Inteligence (Like 2fort)
  • Blue carry the intel from their spawn in each stage to the first cap of each stage, then after a 5 second delay they're given a new briefcase at that point to progress to the next point.
I've put the 5 second delay before a new briefcase is delivered to them in because I'm very aware of how badly it could get scout rushed, but with a gap between reaching the first point and being able to continue any reds in the area should have a change to kill any blues nearby, giving them a little more time to set up further back. This hopefully will be a fun gamemode (I realise it's been attempted a few times before) and if there's enough interest in it, it might reach a larger scale contest.

So far I've got a fully working entity setup and 1.5 stages of the map roughed out. and I mean rough! If you can remember this time last year you may remember a map that never took off (cp_schism), well combining that with dustbowl has lead me to something that looks like this:

http://www.flickr.com/photos/28746141@N08/3337389381/
Stage 1, part 1

http://www.flickr.com/photos/28746141@N08/3338219436/
Stage 1, part 2

http://www.flickr.com/photos/28746141@N08/3345518118/
Stage 2, part 1
Changelog
Revision History (DD/MM/YY)

Beta 2 released 28/11/09:-
* Increased size of capture zone and blocking zone slightly.
* Removed rain, swapped to lighter skybox and environmental lighting.
* Increased level of detail.
* Improved playerclipping.
* Increased ammount of directional signs.
* No entry signs over locked doors.
* Added a visualiser to the cap area to show it is blocked.
* Added Announcer's alerts.
* Removed vphysics console spam.
* Slightly increased ammo placement.
* Improved visability rendering for stage 3.


Beta 1 released 26/10/09:-
* Added small prop foliage
* Increased number of pine trees
* Improved detailing in final stage
* Fixed playerclipping issues
* Miscellaneous other tweaks


Alpha 5 released 20/10/09:-
* Increased blocking area size slightly
* Increased delay between intel cap and new intel spawning.
* Almost completely detailed entire map
* Implemented new CTF/CP hybrid hud


Alpha 3 released 11/05/09
* Reduced size of both capture and blocking area to the size of the capture stud itself.
* Nobuild'ed the capture stud.
* Removed the glass from the window at 1-2.
* Increased time delay between captures and the new intel ariving to remove some momentum from the attacking team.


Alpha 2 released 30/04/09:-
* Dramatically reduced capture zone and increased the blocking area to greatly aid defence.
* Adjusted spawn timers based on particular rounds ease of advance.
* Reduced initial time as well as reducing the time added on subsequent captures.
* Fixed the final point not being blocked by red.
* Fixed resupply lockers.
* Placed spectator cameras based on which round is in play and which points your team owns.

Alpha 1 released 29/04/09

Old 03-10-2009, 06:53 PM   #1
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CTF_Cavalcade or CTF_Cavalry?

Last edited by Void; 03-10-2009 at 06:56 PM..
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Old 03-10-2009, 06:53 PM   #2
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So like the original dustbowl in TFC with flag captures?
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Old 03-10-2009, 06:54 PM   #3
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Quote:
Originally Posted by mhmm View Post
So like the original dustbowl in TFC with flag captures?
yup pretty much.

@void, its a style I've wanted to do for a while, just so happens chrono also wanted to do it...
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Old 03-10-2009, 06:54 PM   #4
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EDIT: mmhm ninja'd my post.

Don't quote me on this, but didn't TFC have that as the orginal CP game mode, or the A&D mode? I thought that you had to move the flag up to cap the CP?

Very nice that your bringing this back.

QQ: How do you plan for the Flag reset timer to be?

PS. Why do your screenshots look so pretty?
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Old 03-10-2009, 06:59 PM   #5
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Quote:
Originally Posted by Mar View Post
EDIT: mmhm ninja'd my post.
Don't quote me on this, but didn't TFC have that as the orginal CP game mode, or the A&D mode? I thought that you had to move the flag up to cap the CP?
Very nice that your bringing this back.
I don't know exactly how the TFC version works out, having never played it.

Quote:
Originally Posted by Mar View Post
QQ: How do you plan for the Flag reset timer to be?
At the moment its at 20 seconds (usual is 60) but I think depending totally on play testing it could go down as low as 5 meaning SG's will have to be taken out before the courier gets there or a team mate will have to jump in and take it another route quickly. It also will mean Uber's will be more of a support thing (since you can't uber a courier..) promoting teamwork
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Old 03-10-2009, 06:59 PM   #6
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Quote:
Originally Posted by Mar View Post
PS. Why do your screenshots look so pretty?
It's some kind of Youme thing. I hear it's turned into a Serum and sold on the Black Market.
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Old 03-10-2009, 07:00 PM   #7
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Quote:
Originally Posted by Void View Post
It's some kind of Youme thing. I hear it's turned into a Serum and sold on the Black Market.
oh lets not go there.
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Old 03-10-2009, 07:04 PM   #8
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GOGO TEAM FORTRESS CLASSIC REMAKES!

Anyway, TFC didn't have control point capturing the way you know it in TF2. For all maps involving them, whether it was territorial or attack/defend, you always brought a flag to the point. Cap was instant.

It may be worth pointing out however, as a counter, in TFC the flag in capture point maps would slow you down a considerable bit when held (it was necessary since you could practically concussion jump past the sentries and land on the point if you were skilled enough). Can that be done in TF2?
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Old 03-10-2009, 07:05 PM   #9
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So the Intel is BLU's, right? They just keep pushing it up? What would their Goal be if all they were doing is bringing their enemies their (BLU's) own intel?
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