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Ghost Town 



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Released: 03-18-2009 
Last Update: 06-15-2009 
TheDarkerSideofYourShadow
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Thumbs up Ghost Town

pl_ghost_town_a9 has been released.


This is hopefully the last alpha. I've altered where Blu spawns after capturing the second point, and added a forward spawn after the third point. Hopefully these relatively small changes help gameplay, and I can move on so that this "contest" map can finally be finished :-)


Changelog

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Change Log
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***a9***
- Set the max round time to 10 minutes. Previously unrestricted.
- Moved the Blu forward spawn after the second point is captured. It is now farther back, behind the cart, with two exits.
- After the third point is captured, another door out of the forward spawn opens for Blu, allowing for a greater final push.
- Tweaked the respawn wave times accordingly.



Old 03-24-2009, 01:49 AM   #1
TheDarkerSideofYourShadow
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Okay, so if you've spent any time in the tf2maps.net chat room over the past two days, you've probably seen a ton of screen shots of a5b, specifically the brand new 2nd point. But for those of you that haven't, here are a couple of shots just to prove to you that this is not dead. In fact, the *plan* is to go through and add entities tomorrow, get everything working, and release this version.

At the end of the area looking back, specifically at the train station.




Inside the end of the train station where blu enters (by jumping on the roof). You see through the wire to the red spawn. Note that the door closes after the first point is captured, making red take an alternate route.





Just a shot of the area. Note the cliff on the left side. Its a back entrance to the cave.





Another shot. You can see where the cart descends into the cave, and then exists again.




Just a little overview of this portion of the map.




Well, thats all I have for you guys today. Still tweaking some things and placing basic props. Hopefully I won't have any issues tomorrow and I'll be able to get it out right away, though I am a bit worried about setting up the platform that the cart goes down into the cave on, so if you have any advice there, it'd be great.

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Old 03-24-2009, 09:53 AM   #2
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Looking very good. Just a heads up, by the looks of the screenshot attached to the original thread post, it will be very confusing to learn the map, there are too many paths and you dont know where the main path is. Try to think about that. It will be very useful.

Seeing forward to this detailed! Keep it up!

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Old 03-24-2009, 07:51 PM   #3
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a5b has been released. Look to the first post/top to see more info and find the download link.

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Old 03-25-2009, 05:31 AM   #4
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Just a few things:

Dodgey hud- http://www.flickr.com/photos/28746141@N08/3384050771/

These props have no collision mesh, you can walk straight through the wood, I didn't check but you might also be able to hide SGs in there. Also you'll see the rock props are wireframe.. whats with that?? http://www.flickr.com/photos/28746141@N08/3384050749/

This is me stopping the platform from coming down just by standing under it (I had a bot on top). I waited a while afterwards and the lift went back up again, looked kinda wierd, expecially as there was a shower of sparks coming through the ceiling - http://www.flickr.com/photos/28746141@N08/3384050809/
This area is also reeeealllly dark.

Some general comments about the whole map:
The distance between the start and first cap is reallly massive, I can't remember how well this played but I can't see it working well especially with the crawlling speed of the cart.

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Old 03-25-2009, 09:33 AM   #5
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Quote:
Originally Posted by Youme View Post
Also you'll see the rock props are wireframe.. whats with that?? http://www.flickr.com/photos/28746141@N08/3384050749/
Is that one a public server? I saw something like this on my server when running Borax. Reloaded the map and it was fine. Not sure if thats the case here though.

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Old 03-25-2009, 09:35 AM   #6
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Local server, i just used the create server button.

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Old 03-25-2009, 11:34 AM   #7
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I'm aware of the issues with the hud. It has to do with the fact that there are actually 4 cps in the map, though only 2 are active.

Hmmm, forgot to set those wood props to bounding box. However, I've never see the wireframe issue myself.

Bah, I had disabled the sparks when the cart moves back onto the platform and starts going up, but I never thought about sparks while the bomb is still on the platform. Thats an easy enough fix.

I'll add additional lighting in that area next build. Good note.

I'm also interested into how that cave plays. As you said, you were able to block the cart while standing underneath. I'll have to double check the size of my cap area, but there are other possibilities as well, such as making the area where the platform stops a pit (it was going to be anyways, just covered), or leaving it as is and seeing how palyers deal with it using the back door/main entrance.

As I recall, and it has been a few months, the first area played rather well, despite the length of the track. Now several things have changed since then, including the distance of the defenders to the point, but I'm hoping it plays as well as before. I'll need a gameday/more public testing to determine that.


Ty for the feedback! :-)

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Old 03-26-2009, 02:46 PM   #8
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a5c has been released. Look to the first post/top to see more info and find the download link.

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Old 04-01-2009, 02:28 PM   #9
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This map is awesome. We have had the last two versions on our server and have had many great matches on it, even though it only has 3/5 points and is only partialy textured.

Keep up the good work. The latest version banner is green so that means it is in our regular rotation.


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alpine, ghost town, payload, tdsoys, thedarkersideofyourshadow

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