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Old 06-02-2009, 02:56 PM  
Hanz
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Default Panamint Springs


Panamint Springs (ctf_panamint)
Made by:
- Hannes "Hanz" Tirez (Author)
- Grahame "grazr" Hinde (Author)
- Alex "Rexy" Kreeger (Models)

Panamint Springs was my entry for the 3rd Annual Contest. The map is based...

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Old 07-05-2009, 03:35 PM   #50
Rutiz
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In stage 2 red spawn, when you walk out of the spawn everybody goes straight in that room, but there isn't a way up. I think you should add a sign.
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In stage 2 blu spawn, I always go to the closed gate, but then it doesn't open. It's just kinda annoying so: please set a STOP sign on that gate. (That big hand)

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In stage 1 - 2 blu spawn, they are too big

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In stage 2 blu spawn, when you are an engineer, you can't build a teleporter in the setup area, and it's quite annoying that you have to make your teleporter too far away from the place where the blu's spawn, maybe you must delete the func respawnroom there, if you want to.

I hope stage 3 comes fast!
 
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Old 07-06-2009, 03:07 AM   #51
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Quote:
Originally Posted by Rutiz View Post
In stage 2 blu spawn, when you are an engineer, you can't build a teleporter in the setup area, and it's quite annoying that you have to make your teleporter too far away from the place where the blu's spawn, maybe you must delete the func respawnroom there, if you want to.
I disagree with this. It's a standard for spawnrooms in attack/defense maps to be a little long with multiple exits, where you can't build. If you remove the func_respawnroom, players will be confused when they try to change class and die, and the teleporters will be invincible.

I think that both stages have very good layouts. I wouldn't change a lot in stage 1. However, I think RED feels a little too powerful with all their height advantage in stage 2, point 2. There's no way for BLU to assault the control point without being spotted by RED long before they get there. The route with the boxes is the worst, since they have to stop for a while to climb up there. Make that a ramp and give them a little more cover.

The area where RED can stand to block the capture is too small (is there even one?). In my opinion, it would be good if it covered the entire room (in the case of stage 1-1, only the upper area).

Also, the door leading to stage 1, in BLU spawn in stage 2 is bugged. It's blocked, so that's fine, but in one round it stayed open so BLU could see stage 1.
 
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Old 07-07-2009, 03:36 AM   #52
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I thought it would be useful to let you guys know that I leave to Austria thursday, and that I will return arround the 25th July. +I don't have internet there, so the map will be on hold till then. I will probably post the map for gameday on friday, and I hope there will be some people who can tell me how it went.

I can map offline there, in Austria, but you won't see an update until the end of July. (I still hope there is an internet connection without password ^^)

So, the map will be on hold between 9 - 25 July.

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Old 07-07-2009, 11:54 PM   #53
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After seeing some of the changes you made in a7, i feel i need to re-state some important things about gameplay.

The changes i made around CP1 for you were to improve gameplay in this area for you. I'm not objected to you changing them but you kinda missed the point i was making on this specific occasion.

The changes i made were to focus player direction/movement and provide suitable alternative defence options other than simply standing and setting up sentry farms on the objective itself. Whilst also reducing the frequent "pointless" deaths that get experienced from having so many doorways to get attacked from behind from.

This was your map previously. (please excuse the bugged polgyons on my player model, my games been doing this a lot recently).



Please note all the oppotunities players have to adjust their path of attack. This has made for messy gameplay mechanics in your first area.

I'm going to reference Badwater and Dustbowl here to make my point more visual and hopefully understandable.

First of all Badwater. (please full view the image). Note how when given a particular route to an objective you are not given an oppotunity to deviate until you reach the objective (with the exclusion of the occasional drop down oppotunity). Note how simple the paths i have overlayed are, then look at yours.



This illustrates what i had done to define paths of attack for you.



Area edited.



Now you went and added in another doorway to the section i cordoned off, when i told you you already had too many doorways.



Lets now look at Dustbowl for some layout advice.

Although the initial area is out in the open players are still restricted by the valley in the centre to the 3 main paths of attack. If things get hectic a player may opt to drop into the central valley but they leave themselves at a height disadvantage. Red have a specific defencive position on the objective and 2 entry ways into this area. The key factor is the dictation of a specific nomans land (as highlighted in green).



Again. 2 particular paths of attack excluding the demo and soldier's jumping ability. Red have a specific defencive location, but with more alternative positions that look onto the objective. A particular nomans land can be seen.



It is important to note the simple exits and entrances between each area. Usually consisting of 1 major and 1 minor opening, or 3 minor. This is adaptable to the occasion, as long as the exits are balanced in comparison to each other, and that there are not so many that cannot be defended by a team of 16 individuals (that may not all be alive at one time).



Now lets take a look at yours:



Well it's not looking too bad at Blu's spawn but.. then we get to the middle and suddenly there are about 8-9 different locations you could be shot from. Having that many Red arrows is bad.

I hope this illustrates the main issue with your map so you may avoid this in future.

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Old 07-08-2009, 10:34 AM   #54
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Updated to a8.

- Fixed the timer.
- Dropdown added at stage 1 cp 1 that opens when blu caps cp1. (Thanks grazr!)
- The blocked door at stage 2 blu spawn has now a big hand on it.
- Removed the sniperfence at stage 2 cp 2
- Added a ramp at stage 2 cp 2 at the left to make it easier for blu to attack the control point.
- Enlargened the blockzones and marked them with hazardstrips.
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+ Thanks grazr for all the advice you gave me so far, I will see what I can do with this all.

+ I leave now to Austria, so you won't hear me again till the 25th or 26th..

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Old 07-08-2009, 04:20 PM   #55
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You're welcome. I havn't touched pl_flint in a week, but you're welcome. Lol

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Old 07-11-2009, 02:03 PM   #56
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Gameday Bump (The Friday Gameday)

Yay, I have internet here in Austria, but my labtop is waaay too crappy to play tf2 or even watch demo's. So if someone, or a few people could tell me how it went, that would be awesome!

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Old 07-17-2009, 05:22 PM   #57
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The screenshots you asked for:

*edit* the screenshots are now in the first post or outdated

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Old 07-18-2009, 05:51 AM   #58
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Awesome! Thanks Z33W13R!
Then I'll now quickly write the changelog for a9:

- Added stage 3 (for screenshots look above, 3th, 4th and 5th screen)
- Added a stair for red at stage 2 cp 2 to make it easier to defend + placed the sniperfence back for more cover for red.

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Old 07-19-2009, 01:56 PM   #59
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Gameday Bump

I wasn't online at the moment panamint was running on Gameday (I also can't join because of my crappy labtop :/ ) and it is neccessary for me to get feedback how it played, especially stage 3, since it's never played before.

I hope for some feedback and reactions, thanks!

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contest entry, ctf, hanz, new gametype, panamint

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