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BeerBowl 



Map Version: Beta 
Released: 07-13-2009 
Last Update: 08-05-2010 
NightHawK
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Default BeerBowl

Authors: Paul "NightHawK" Biglete and Ed "thespectator" Devera
Our Website: http://www.teamnighthawk.info/
Email: teamnighthawk@hotmail.com

Beerbowl is a 4 capture point payload map like badwater, consisting of a cart filled with explosives and beer kegs. In addition, the final capture point has a giant beerbottle that, when capped it will drop and shatter.

There is a custom cart:




This map is on server rotation at 8.9.15.12:27015

To Do's:

-Adjust The Capture Time Earned.

-Fix Bugs & Exploits From B5a. (If I find Any.)

-Optimize A Bit More.


Know Issues:

-Some Cases You Get Stuck On Top Of the Cart. (Not Common But It Occurs.)

-Able To See Where I Portal'd Things Off With Skybrushes


Changelog

August 5th, 2010: Beta 5a

Optimizations:

-Reduced Dependability On Occluders

-Utilized The Hint Brush A Lot More Than Previous Versions

-Reduced Prop Usage

Gameplay:

-Tweaked Times For Balance

-Balanced The Last Capture Point (By Removing The Tunnel)

-Changed The Middle Area A Bit (2nd to 3rd Cap) Replaced The Side Building W/ Balcony With A Cleaner Building With A Better Balcony

Visual:

-Redesigned Some Buildings

-0.1 less Bloom

-Cleaned Up Many Areas



Old 07-13-2009, 01:00 PM   #1
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i'm totally digging the red-green and blue-green contrast on the first two pics. the rest looks like solid tf2 standard as well.
but the first ones have such a colorful and warm appeal - totally in love with that
great work on that composition !
 
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Old 07-13-2009, 01:08 PM   #2
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That cart looks BA and lol do I see a giant beer bottle!

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Old 07-13-2009, 01:10 PM   #3
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Neat cart, I like it!
 
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Old 07-13-2009, 01:56 PM   #4
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Definitely looks cool, at the least.

There's a few visual glitches I noticed. One's where you're approaching the final point. If you're following the track, look up over the buildings (the one with the cow in it) where you should see the bottle, and it'll pop in and out of view depending where you're standing. Same with that elevator/ramp that would be to the left of the bottle.

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Old 07-13-2009, 02:30 PM   #5
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That is so goddamn awesome. I love it.

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Old 07-13-2009, 02:44 PM   #6
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Awesome cart is definitely awesome !

Edit : okay, I just tried it like 30 seconds.
What the hell happenned with the BLU spawn ? It's so little, so many things in here, plus you have to walk like 10 seconds to get to the doors.
Also, the wheels on the cart don't move. This does not look good.

Your map looks quite good, but imho there are too many props, to many things everywhere, it's like "aaaaah where should I look omg where should I go".

But it does look good, that's sure. Looking forward to play it soon !
 
Last edited by Zanpa; 07-13-2009 at 05:49 PM.
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Old 07-13-2009, 06:26 PM   #7
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Quote:
Originally Posted by Zanpa View Post
Awesome cart is definitely awesome !

Edit : okay, I just tried it like 30 seconds.
What the hell happenned with the BLU spawn ? It's so little, so many things in here, plus you have to walk like 10 seconds to get to the doors.
Also, the wheels on the cart don't move. This does not look good.

Your map looks quite good, but imho there are too many props, to many things everywhere, it's like "aaaaah where should I look omg where should I go".

But it does look good, that's sure. Looking forward to play it soon !
Thanks for the feedback.

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Old 07-13-2009, 06:35 PM   #8
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the map is amazing especially the cart hehe bomb bottle cart
 
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Old 07-13-2009, 08:38 PM   #9
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We just tried b3a with 16v16. I can't really give any detailed feedback at the moment since nobody was familiar with the map and we only played two rounds, but a few minor things:

After BLU captures point 3, I'd suggest closing off the resupply room slightly ahead of the point that RED has access to.

The time added throughout is on the long side. At one point, there was over 15 minutes on the clock. IMO, a team shouldn't have to defend a single point for more than 7.

We'll definitely be trying this again.
 
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