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Map Name: Solitude
 

Map Version:
 

Released: 06-15-2009
 

Last Update: 10-26-2009
 
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Default Solitude

SOLITUDE BETA 1.0
(plr_solitude_b1)

The beta version is finally here.
Note that this was slightly rushed to get it out in time for the contest.
As such there are some areas that could use some more detailing and lighting tweaking. Also the custom submarine models are still textured in plain team colours.

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Special thanks to:
  • A Boojum Snark for his game mode entity setup and additional entity advise.
  • Youme for pakrat trouble shooting.
Changelog
Beta 1 released 26/10/09
-Detailed all rounds
-Changes to start of round C layout
-Added swamp theme pack assets
-Changed skybox to the haze skybox from the swamp theme pack

Alpha 4 released 21/07/09
-Round A changes to part of the track that went through building (now is outdoors + less convoluted)
-Round A more detailing (mainly red spawn)
-Round B Small changes aimed at giving an engineer defence position, and making it harder to spawn camp
-Round C Totally Changed (was way too convoluted/complex for players)
-Fixed 'Pyro Eating' One way doors (hopefully this time)
-Put tf2maps poster back in (accidentally got lost during changes)

Alpha 3 released 15/07/09
-Round A Started Detailing
-Round A removed accidental duplication of health and metal
-Fixed getting stuck in 1 way doors
-Added 3D Sky Box

Alpha 2 released 07/07/09
-Round A Changed spawn locations
-Round A Changed start track location
-Round A Changed path after crossover
-Round A Changed large building (was too far away and had complex paths), and added oneway gates into it
-Round A Changed finishing area (still is fairly similar)
-Round B Totally new round B, the big slope idea has been moved into round C
-Added Round C
-Round C has explosion particle systems
-Round C has a custom model of a submarine I have been modeling (first time not following a tutorial)
-Round C has a detailed area between the spawns
-Using custom track peices I mirrored using decompiled valve ones
-Using other custom track peices by III_Demon
-The roll down idea has been removed as standing next to the cart to prevent it rolling down is not fun

Alpha 1 released 15/06/09
-First Release
-Stage A and B

Old 06-15-2009, 07:55 AM   #1
Psy
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Post an overview please.
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Old 06-15-2009, 09:03 AM   #2
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Overviews as requested:
Round A

Carts start by moving between the cliffs to the left and right of the middle
The tracks cross in an 'X' shape in the middle
It is a bit hard to see, but the tracks move through the building at the bottom
Finally emerging at the spawns on the left and right

Round B

Carts start inside the building, you can see the start line for the 1 position (0 position is obscured underneath a catwalk (but it is slightly further down from the respective 1 positions)
From the start the paths join together and progress outside, going up a ramp to get over the train tracks (crosses in the light gray building at the top)
Track goes in the enemy teams building (now on upper floor)
Progresses through, eventually to outside
Huge ramp down towards the cap points
You cant really see the cap points but they are below the B signs
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Old 06-15-2009, 09:43 AM   #3
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Looks good
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Old 06-15-2009, 03:09 PM   #4
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Just one question, on a picture theres a hanging container, wheres that on the overview. (It cuold have been hidden by something over it)
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Old 06-15-2009, 04:06 PM   #5
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I think it's on the second part, lower center. Red container under the white pole.
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Old 06-20-2009, 03:50 AM   #6
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The final point is really awesome, but it's a bit... troubled.

When the cart starts rolling down, 90% of the team starts camping in their bases and the remaining few hopelessly try to sneak past the impenetrable Sentries of the other team. I think the main problem is with the carts' speed - they should roll much faster, so it will be harder to defend them.

I entered the server just early enough to experience the very end of stage 1, so... I can't say a lot about it. My first impression was that it seemed to focused around the middle somehow. I never felt an incentive to go for the cart. But then again, I only got to run around for a minute or so. :S
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Old 06-21-2009, 08:54 AM   #7
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Actually, I liked this map.

The first stage I think needs widening, it's a bit spammy and generally tight. It's a nice idea, having a figure of eight, and finishing it the enemy's base.

The second point needs work. I liked the centre stage, but once the cart entered the enemy base it becomes really difficult. I think the track goes too close to the enemy spawn. I also think there needs to be more exits in the spawns, as being killed by a passing pyro as you exit is no fun. Finally, the last section with the self-pushing cart really should be relegated to a capping animation. Standing in front of the cart to stop it moving is no fun, and it allowed a pile of sentries to be built by the cart.

Overall, it's a good start, but it definitely needs work.
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Old 06-23-2009, 10:00 AM   #8
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Got a chance to play this last night. It was a lot of fun. It is actually the highest rated PLR map on our server right now. The last hill with the breakpads works well. I love standing behind the cart in PL maps (no one ever sees you there) and it kind of forces the team to defend since the cart moves forward on its own.

I don't remember anything nagative about the map but we grabbed a few demos last night. Let me know when you update because I am definately looking forward to it.



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Old 07-06-2009, 10:22 PM   #9
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Alpha 2 is finally out, I wish it was sooner, but exams took a lot of my time

Now I am finished exams hopefully I will have some more time to get the gameplay right and then start detailing.

Some more screen shots can be found here
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