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bob+M|M+
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Map Name: Highwind
 

Map Version:
 

Released: 07-02-2009
 

Last Update: 10-30-2009
 
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Default Highwind

Map Name: plr_highwind
Author: bob+M|M+
Email: tsasaobao@gmail.com

Current Version: a5

Highwind is a single stage payload race map. Deliver as many bombs to the other side as you can!

suggested server config:
mp_maxrounds 1 = 3 cart captures.
mp_timelimit 0

Special thanks
tf2maps.net swamp team - railings
TotalMark - cobble texture
A Boojum Snark - plr gametype prefab
the onion
Changelog
a5 changelong:

-adjusted gametype to work by rounds.
mp_maxrounds 1 = 3 cart captures.
-fixed overtime glitch where the map would never end
-fixed ammo/health symmetry in map

Old 07-02-2009, 05:38 PM   #1
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The buildings look cool. I'm wondering if there is enough cover in those open areas.
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Old 07-02-2009, 08:24 PM   #2
Swamp-Bog Mcgee
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I do like the look of the dev buildings thus far, as well.
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Old 07-07-2009, 10:25 AM   #3
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I reall like this map. It took people a little while to realize why there was a minute+ of setup time but by the end we were able to hold the cart for a good amount of time with a few well placed SGs. There were lots of good places to build but there isn't any one place that is overpowered.

The track may be a little small but the play area in the last area felt right. If I were you I would split the map where the river is and develop the middle area more, but leave the last area intact.

I also noticed that if you stood in exactly the right spot you could build on the cab of the truck. I might be a strange request but it would be sweet if you made it so it was easier to build there.


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Old 07-30-2009, 11:53 AM   #4
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Hey Bob, We playtested your map on #7 last night. It was one of the last maps and I think I was getting tired so I didn't write a lot of notes. lol But, what I did write:

-good that the last point was sort of enclosed because it makes it harder to spawn camp and push at the same time (most plr maps you have to spawn camp, but it's so easy to do so with the cap right there). I think people can take some notes from this of how to make it just a tad harder to defend and push the cart to the last point.
-There were comments that they didn't know what the side room was for (one team can drop down and flank the other team) but I think once the playtest started, it was seen as a valuable flanking route with just enough power to help but not too much.
-It was a small map, but it played out for some time, which I think means it's pretty balanced.
-Engineers were useful, snipers were useful, spies were useful, pyros had their place (mostly towards the center of the map IIRC), etc. Seemed like all classes could be utilized.

http://www.tf2newbs.com/maprate/index.php?sort=name

http://www.tf2newbs.com/maprate/index.php?sort=name
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Old 10-30-2009, 11:00 PM   #5
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My Reaction: O_O
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Old 10-30-2009, 11:04 PM   #6
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very neat!
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Old 10-30-2009, 11:08 PM   #7
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Sounds like something Mangy would make. I like the game idea.
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Old 10-30-2009, 11:15 PM   #8
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I love how cheery and uplifting the aesthetics are.

But I'm not liking the sandbox nature of the game mode. Perhaps you could put a capture limit or something on there, like CTF (first to 3?), so the map wouldn't feel like it lasts forever and players have an active goal to work towards. Additionally, the breaks in between rounds would have a strong positive effect on the map.
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Old 10-31-2009, 04:23 AM   #9
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Medieval map? In my Team Fortress? Ok, why the hell not. I mean it looks great. Hope it plays as good to.
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