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Geese Tower 



Map Version:  
Released: 06-18-2009 
Last Update: 08-13-2009 
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Default Geese Tower

Based on a stage in a 2D fighting game, this is a horrible fan-made map applied into the TF2 world.

It also happens to be my first map! It's pretty minimal and I hope that it's good enough for public consumption.

One thing I'm worried is that I have a lot of breakable things and I haven't really tried running in a server choke full of people. I don't know whether it'll hurt the fluidity of the game.

The basic premise is that RED and BLU are fighting over some unoccupied building in a city, and settled to fight each other on the rooftop arena. But the tower doesn't seem so empty after all...

A koth version will also be made after Valve's update.


Changelog

BETA 4
- Raging Storm only happening after point is capped
- Dropped medium medkit, keep small medkit permanently
- Readjusted lighting and ambient sounds
- Minor optimizations

BETA 3
- Insta-death is working now
- Smoothened out the staircases
- Added small medkit that appears before the point opens
- Fixed players getting stuck by the rock
- Adjusted Raging Storm's appearance, voice and sound effects and damage output
- Added a few more breakable things

BETA 2
- Breakable guardrails are back
- Added random misc goodness into the map for better presentation
- Added ambient sounds
- Redone skybox

BETA 1
- Fixed some sections being blocked off by the spawn door pulling up
- Reduced snipe-ability in the map by adding more pillars and increasing the height of the rocks
- Removed guardrails for players to fall off easier
- Redid lighting and shadows
- Readjusted skybox building height

ALPHA 1
- Created playable map



Old 06-18-2009, 02:36 PM   #1
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This looks really cool. I look forward to playing it.

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Old 06-18-2009, 02:51 PM   #2
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I DARE you to compile without func_details.

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Old 06-18-2009, 03:05 PM   #3
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Quote:
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I DARE you to compile without func_details.
Oh I tried that before (when I didn't know about func_detail), I thought Hammer died on me after compiling thru the night.
 
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Old 06-22-2009, 01:06 AM   #4
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Gameday bump! I haven't seen the demo (at work atm) yet but any feedback would be appreciated.
 
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Old 06-22-2009, 03:07 AM   #5
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Oh sweet Jesus.

If only a map based on Garou's Terry Bogard was possible.
 
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Old 06-22-2009, 11:58 AM   #6
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Okay, after taking a look at the demo for a few times here's a few thing I heard/saw:

Lack of healthpacks
There is a medium health pack right under the point but it only appears when the point is open. Would that be unhelpful? I read somewhere that Valve intended healthpacks to be hard to get or is minimal in comparison to normal ones.
I assume that the ammo placements are okay?

That thing that comes up when the point opens is funny/weird
That's actually what I wanted to do since this is partially a homage map. Actually, another trigger is the healthpack as well. Anyway, is this appropriate or is the wtf factor too much since it can kill off players?

It's kinda open
It is quite open but I tried my best to make everything as packed as I can, since I'm not an avid supporter of snipahs, I tried to limit most of the things that they can do, namely shooting across the map. The last versions (I think I uploaded this somewhere on TF2M) were much more open and it became a snipefest. And it seems like spies are good counters for the snipers in here.

There's a lot of pyros
Hopefully fixed if the aforementioned healthpack is more accessible.

Falling off != instant death
This is weird since I thought I did change it to insta-death. I'll check again.

Getting stuck by the big rock in some random round
I'll get to fixing that soon in b3.

I also got to see some minor visual oddities that I thought were fixed but obviously they weren't.

Anyhow, many thanks for all the guys who tried the map out, you have my thanks! I'll hopefully be able to submit for an upcoming gameday for another test run and be participating.

Quote:
Originally Posted by Axolotl View Post
Oh sweet Jesus.

If only a map based on Garou's Terry Bogard was possible.
When I was thinking of an idea Geese came to mind first. And I was like "hey it fits as a koth map somehow!" and decided to go ahead with it. But eventually it became an arena map. I hope to have a koth version out when this one is complete.
 
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Old 06-27-2009, 02:43 PM   #7
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Pretty fun for an Arena map! A few things to note:

* Some people weren't instantly dying when they fell off to the ground.
* The lo-fi sound when the center point spikes go up isn't going to stay in, is it?
* Maybe implement a way of subtly highlighting that the med kit under the point triggers the spikes

But so far, so good!
 
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Old 06-27-2009, 03:35 PM   #8
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Thanks for the comments Ten19!

Thing is I intend to keep the sound, since it is a part of the tribute - I do agree that it does sound kinda low-quality though. I'll get to it. Somehow.

Yeah, the medkit trigger wasn't as obvious as I thought. It does become hidden since everyone goes to look or check out the point first.

And the non-instadeath thing I'll get to fix that in b3.
 
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Old 06-27-2009, 04:08 PM   #9
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This is a really fun map, though I'm wondering; what the hell is with the spikes. I see that they're linked to a medikit, but why?

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