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BETA MAP: CTF_Brownstone  Thread Tools
Old 10-25-2007, 04:43 PM   #1
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Default BETA MAP: CTF_Brownstone


It's a capture the flag with a slight twist. The briefcase (on the top floor) is under an impenetrable force field. You must turn off the building's power (in the basement) to disable the force field.

The map has been pulled by Spaceweasels until he can get the bloody thing working properly


Edit: Due to popular demand, I've added screenshots.

This image is darker than what the map really is:


The briefcase under a forcefield:


The main power button for the building (under the arrow):
 
Last edited by spaceweasels; 11-20-2007 at 10:44 PM.
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Old 10-26-2007, 02:03 AM   #2
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Default Re: BETA MAP: CTF_Brownstone


Some screenshots would help to encourage lurkers/users to download and try out the map. Sounds interesting tho.

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Old 10-26-2007, 02:31 AM   #3
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Default Re: BETA MAP: CTF_Brownstone


drpepper is right. Mappers should always post screenshots when posting a new map if they really want people to try their maps !
 
Old 10-26-2007, 05:55 AM   #4
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Default Re: BETA MAP: CTF_Brownstone


You guys are right. I tried posting screenshots, but it wasn't working for me, and it was late. I'll try posting screenshots again.
 
Old 10-26-2007, 09:39 AM   #5
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Default Re: BETA MAP: CTF_Brownstone


I like the power button idea. It keeps it from being a simple get the thing and get to your thing mechanic. If you haven't already, you should clarify that objective by using a env_message_tf.

EDIT: Also, what do the players do to activate the button? Players can't press buttons in tf2. Is it damage based? That would be too easy. I would have used a pressure pad device. Clarify this!

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Old 10-26-2007, 09:58 AM   #6
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Default Re: BETA MAP: CTF_Brownstone


Quote:
Originally Posted by Cdsand
I like the power button idea. It keeps it from being a simple get the thing and get to your thing mechanic. If you haven't already, you should clarify that objective by using a env_message_tf.
Ooooh, good idea! I will definitely add that.

Quote:
Originally Posted by Cdsand
EDIT: Also, what do the players do to activate the button? Players can't press buttons in tf2. Is it damage based? That would be too easy. I would have used a pressure pad device. Clarify this!
It's a touch activated button, you don't have to press any key or even look at it. It's also not team dependent, so you could accidentally turn off the power by brushing up against the button. I was thinking of adding a sign that says "WARNING! DO NOT LEAN AGAINST BUTTON" next to the button in question.
 
Old 10-26-2007, 10:00 AM   #7
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Default Re: BETA MAP: CTF_Brownstone


He, nice idea there. I look forward to the final.

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Old 10-26-2007, 10:37 AM   #8
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Default Re: BETA MAP: CTF_Brownstone


Quote:
Originally Posted by Cdsand
He, nice idea there. I look forward to the final.
Likewise. The customs keep getting better and better!

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Old 10-30-2007, 03:52 AM   #9
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Default Re: BETA MAP: CTF_Brownstone


I dig the map but I have a few suggestions, the interiors are extremely small and claustrophobic, I think it would be a bit better if almost all of the paths could hold at least two people. I also found it really hard to navigate for the first few minutes because all the rooms look the same. The concept is really spot on though and I think this could be one of the most awesome map concepts going!
 
Old 10-31-2007, 06:03 AM   #10
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Default Re: BETA MAP: CTF_Brownstone


Quote:
Originally Posted by MrTwitch
I dig the map but I have a few suggestions, the interiors are extremely small and claustrophobic, I think it would be a bit better if almost all of the paths could hold at least two people. I also found it really hard to navigate for the first few minutes because all the rooms look the same. The concept is really spot on though and I think this could be one of the most awesome map concepts going!
Thanks for the comments. You're right about some areas being too small and tight. That's a continuous problem with my maps. I've been working on increasing the access to both the button room and flag room. I've also enlarged some of the important ramps. I should have the second version posted soon.
 
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