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Nightfall
Winner of the CTFPLR contest, Nightfall is a 3-stage PLR map with a Sawmill setting which features a more freeflowing layout then it's big brother Pipeline and rounds which are guaranteed to end! If Dario Casali (creator of Goldrush, Badwater, Pipeline) loves it, I'm sure you will too!
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 Changelog |
Beta 1c - 7th July- Fixed doors so they don't close on you.
- Map should no longer crash servers with increased player counts.
Beta 1b - 30th June- Removed 2 spawns outside the spawn rooms in Stage 1.
- Fixed all the console spam.
Beta 1 - 29th June- Detailed Stage 3.
- Rain no longer culls per particle. Instead, the rain culls after a specified point which should, in theory, be a lot less CPU intensive.
- Rain particles are now flagged as weather.
- Downgraded some healthkits and ammopacks.
- Other misc changes.
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06-24-2009, 08:43 AM
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#1
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Veteran Member
Randdalf is offline
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Looking good, the sawmill skybox gives it a nice atmosphere.
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06-24-2009, 09:56 AM
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#2
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L?: Tricycletops
Seba-079 is offline
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Just a thing I noticed, I think that the final CP should be in a place of more importance; a simple gate doesn't really look appropriate. But then again, it's your call. There more stages, after all.
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06-24-2009, 02:42 PM
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#3
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What sick man sends babies to fight me?
Psy is offline
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Quote:
Originally Posted by Seba-079
Just a thing I noticed, I think that the final CP should be in a place of more importance; a simple gate doesn't really look appropriate. But then again, it's your call. There more stages, after all.
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The gate was a spur of the moment thing.
This map will be up for playtesting Friday on the EU server. Hope to see some feedback posted here. 
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06-25-2009, 08:36 AM
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#4
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What sick man sends babies to fight me?
Psy is offline
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Found a few problems. Good thing I fixed these before Friday's testing.
Alpha 3 - 25th June - Removed duplicate ammopack on Blu's side
- Removed railing which caused sentry's visibility to be blocked
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06-26-2009, 04:45 PM
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#5
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Grand Vizier
Ravidge is online now
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We got into a kind of stalemate situation on gameday today. Neither team could do the final push for a long time.
Possible solutions to this could be: shorter tracks, less sentry spots, more health for attackers, oneway-passages.
I think the layout fits the style you're going with, keep it up!
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06-26-2009, 05:05 PM
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#6
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What sick man sends babies to fight me?
Psy is offline
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Mandatory Gameday Bump!
It played well with 12 people and there was quite a nice spread of players throughout the map. There's probably too many strong sentry positions which caused each round to be drawn out which is why some suggested that it should be moved to Stage 2. I might go through with that depending on how my design for the next stage turns out.
Moving on, some of you thought that the team that pushes pass the middle first will most likely win however there was at least 1 round where BLU pushed past the middle and were pressuring RED for a good 5 minutes before they managed a comeback and won the round. It seemed pretty balanced to me but that's only over 4-5 rounds so more testing would need to be done to confirm if the problem really exists.
The placement of healthkits and ammopacks seemed fine though I feel that at least a small one could be placed in the small building to the north of each side which has the small ramp leading up to a perch. Some people were running back there on fire expecting there to be some health near-by.
What do you guys think? Was it brilliant as bacon or did it leave a bad taste in your mouth? 
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06-30-2009, 09:13 AM
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#7
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L5: Alleged Expert
captainAngry is offline
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06-30-2009, 09:40 AM
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#8
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What sick man sends babies to fight me?
Psy is offline
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Thanks captainAngry. I'll have a look later.
As for now, A4 is out! Check out the first post for new screenshots and changelog.
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06-30-2009, 09:44 AM
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#9
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L3: Junior Member
The Gentlemanne is offline
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Looking good so far.Keep up the good work.I like the A/D idea.
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