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Old 03-17-2009, 04:00 PM  
Shaar
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Default caldera


Caldera is a 6 capture point attack defend map, with an alpine spytech theme. Blue team must push through from there dam through red controlled buildings, and seize control of each stage in order to win the map.

Stage 1 leads the blue team through a red warehouse, and eventually...
 
Last edited by Ravidge; 07-24-2010 at 10:31 AM.
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Old 05-14-2009, 01:02 PM   #40
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a9 is here!!
full changelog and download link here
mirrow download here

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Old 05-15-2009, 01:25 AM   #41
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Sharr,esp for you:

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Old 05-15-2009, 01:55 PM   #42
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there should be a sniper deck for red here imo, i was tryin to play sniper on that point and there really wasn't anywhere to stand unless i looked right over it. But you have this seemingly accessible rooftop that has no function. So maybe make a little sniper deck out of it?


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Old 05-15-2009, 04:42 PM   #43
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if we add it,it wont help snipers,see screen.

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Old 05-15-2009, 05:40 PM   #44
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Quote:
Originally Posted by nipet View Post
if we add it,it wont help snipers,see screen.
hmm, i see what you mean. I was just noting that cause snipers really dont have anywhere to go there...not that snipers get any love and i dont expect them too, but the class felt very useless at that particular point. That's why my screen was as demo cause i just couldn't find a place to shoot from that wasn't 6 feet away from the cave entrance. If it doesn't work, no big deal really as snipers are about the lowest on the priority list for fixes. But might be something to maybe think about if you can come up with some other way of giving them a place to shoot from. Unless your supposed to snipe from the spawn door?

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Old 05-15-2009, 05:58 PM   #45
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but what u say makes sence,thats why ill add it in a10,here is concept)))

btw anything else? we rly lack on feedbacks,as u see in the thread)

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Old 05-16-2009, 10:51 AM   #46
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map updated to a9b version

this is quite a quickfix, featuring some minor changes that will affect gameplay alot
STAGE_1
>added one-way door to cave entrance near pointB
>captime for pointB decreased from 6 to 3.5 srconds
>slight rrespawntime tuning
>added new ramp near pointB for red snipers\engies
STAGE_2
>added more signs for both red and blu
>cap times decreased from 5 ro 4 fpr pointA and from 4 to 3.5 for pointB
>added new way in the silo for blu after capturing pointA
>small playerclip fixes
>small overlay fixes

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Last edited by Hellfire; 05-16-2009 at 11:04 AM.
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Old 05-16-2009, 12:18 PM   #47
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Meanwhile In the world of shaar:


I've been working on stage 3. it's not nearly fully complete; but here's what I've done with the cp_1 area.



some mild woke has been done on cp2, but, as of the moment, nothing perfect
 
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Old 05-16-2009, 01:33 PM   #48
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I thought it played quite well, and apparently you assessed most of the things I was going to mention. So I'll just stop there and tell you it's a really nice map.
 
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Old 05-17-2009, 11:40 AM   #49
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thx)

anyway after some playtesting we found out that the most unsatisfying point is cpB stage. it was hard to cap,too close to red spawn,had no base for blu to attack from,and was overall too hard.
So here u are first shots of new CP compared to the old one

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6 capture points, alpine, attack defend, capture point, dustbowl

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