Screenshots


 
Aurora 



Map Version:  
Type: CTF
Released: 06-10-2009 
Last Update: 06-09-2009 
MangyCarface
Mapper

 
MangyCarface's Avatar
Default Aurora

Battle underneath the crackling magnetosphere!
________________________________________


(Aurora was developed out of Icefield, and is now in release candidate form. Unlike with Yukon, I do not anticipate ANY major changes to the map at this point- consider it as good as finished.)

Aurora addresses many of these issues and balances gameplay with both optimization and a tight focus of themeing. It may be thought of as a spiritual successor to 2fort!

The map was built with a multitude of play styles in mind, and can hold up to both the sentry farms of 16v16 and the challenges posed by 6v6 gameplay. One of the design criteria was, "How can CTF be made dynamic enough for 6v6 gameplay?"

Gameplay rules:
1. Spawns are located at the back of base, behind capture point.
2. Flags to be carried are located in top floors of lobbies of each base.
3. Intel flags may not be carried backwards into one's own base.
4. Flags return only after 90 seconds. Think of captures as inevitable!
5. Base 7 minutes; 1:30 added for every capture
6. Standard respawns
7. Intel capture results in martyrdom (you can't stick around to camp your foe)
8. Buildings can't be constructed where it's too damp! Don't bother! (uhh except if they're completely underwater )
9. No resupply cabinets! You have to be creative to defend your base well! Lazy defense is not promoted here, no way no how.

Credits:
Acegikmo- Texturing partner!
Shmitz- Intel bases!
FLOOR_MASTER- Distinguished feedback!
Unnamed Valve employee (don't want to flood him with requests) Entity fixes!!

_____________________________________
CHANGELOG RC
-Small optimizations
-Graphical tweaks
-Sentries unsappable
-Implemented feature to 'intel blockers' of opposing team
-Spectator cams
-Clipping fixes etc




Old 06-10-2009, 08:32 PM   #1
MangyCarface
Mapper
 
MangyCarface's Avatar
 
MangyCarface is offline
Posts: 1,652
Thanks given: 1,733
Thanks received: 1,257

Default


Upload won't be functional until 9:45ish btw

Edit, it's up, sorry for any inconvenience

__________________
-----
Visit http://www.nodraw.net/ for tutorials and high-level mapping discussion.
Feel free to PM me for help with anything.
 
Last edited by MangyCarface; 06-10-2009 at 08:55 PM.
Reply With Quote

Old 06-10-2009, 08:35 PM   #2
Dr. Spud
Grossly Incandescent
 
Dr. Spud's Avatar
 
Dr. Spud is offline
Posts: 825
Thanks given: 646
Thanks received: 680

Default


Snow is the new desert.

Looks neat, I'll have to give it a try.
 
Reply With Quote

Old 06-10-2009, 08:38 PM   #3
Void
A Self-Proclaimed Jack of All Trades
 
Void's Avatar
 
Void is offline
Posts: 1,438
Thanks given: 236
Thanks received: 1,583
Blog Entries: 2

Default


Preeeety liiiiightsss...
 
Reply With Quote

Old 06-10-2009, 10:12 PM   #4
The Political Gamer
Veteran Member
 
The Political Gamer's Avatar
 
The Political Gamer is offline
Posts: 4,288
Thanks given: 2,862
Thanks received: 1,656
Blog Entries: 15

Default


How did you prevent the Intel from moving back?
EDIT: Man Mangy you are one smart sun of a gun. Nice work with the Se****** after you cap the point.

__________________

 
Last edited by The Political Gamer; 06-10-2009 at 11:02 PM.
Reply With Quote

Old 06-10-2009, 10:34 PM   #5
grazr
Mmm, hhhyes. indubitably.
 
grazr's Avatar
 
grazr is offline
Posts: 5,406
Thanks given: 1,199
Thanks received: 3,413
Blog Entries: 16

Default


Looks stunning.. can't wait to test it.

__________________
Quote:
A Boojum Snark: Don't listen to grazr he is probably drunk

 
Reply With Quote

Old 06-10-2009, 11:12 PM   #6
Fire Tock
L1: Registered
 
Fire Tock's Avatar
 
Fire Tock is offline
Posts: 20
Thanks given: 1
Thanks received: 0

Default


i was one of the testers. There are a couple problems that i have noted:
1. Buildings can be built on top of door to cap point. If too many are build there they can block out enemeies from capping.
2. If you are fast ebough, as an engi, you can build a exit on the cap point right before the sentry's kill you. THen build an entrance somewhere near spawn. Your team can insta-cap.

Nineaxis helped witht the 2nd one.

__________________
I'm the awesomest person in the world, and that's all you need to know.
 
Reply With Quote

Old 06-10-2009, 11:24 PM   #7
uma plata
L4: Senior Member
 
uma plata's Avatar
 
uma plata is offline
Posts: 291
Thanks given: 125
Thanks received: 86
Blog Entries: 1

Default


Was wondering what was happening with Icefield

Cap area looks amazing
 
Reply With Quote

Old 06-10-2009, 11:31 PM   #8
ChronoTriggerFan
L5: Alleged Expert
 
ChronoTriggerFan's Avatar
 
ChronoTriggerFan is offline
Posts: 479
Thanks given: 147
Thanks received: 72
Blog Entries: 14

Default


Quote:
Originally Posted by Fire Tock View Post
2. If you are fast enough, as an engi, you can build a exit on the cap point right before the sentrys kill you. Then build an entrance somewhere near spawn. Your team can insta-cap.
I wasn't aware that you could travel on a teleporter with the intel in your possession. Still, the point does have merit to stop griefing.

__________________
KOTH_Commpost - CP_Siesmic - CP_Supahmap(WIP)
 
Reply With Quote

Old 06-10-2009, 11:33 PM   #9
TheDarkerSideofYourShadow
Veteran Member
 
TheDarkerSideofYourShadow's Avatar
 
TheDarkerSideofYourShadow is offline
Posts: 821
Thanks given: 56
Thanks received: 141
Blog Entries: 10

Default


OOoooo, eerieone isn't going to like that I'll be changing my vote...

__________________
<fl> Nineaxis: Your breasts are so big I hope you remembered a phys_constraint!
<fl> Nineaxis killed the chat


***Now with tags!***

 
Reply With Quote
Comment  

Previous Release Next Release
Release Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

All times are GMT -5. The time now is 06:04 PM.