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Aburad Prison 



Map Version:  
Released: 08-04-2009 
Last Update: 08-04-2009 
Furex
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Default Aburad Prison

Aburad Prison is a "invade" CTF which takes place in a prison in the desert somewhere. The mission is to get the bomb from the middle and take it to the other teams base. Im working on a custom model for the intelligence because who wants to get a briefcase with paper into the enemies base? How fun is that?

Keep in mind that the bomb model is in a early stage aswell and ill improve it later on (this is my first model, im just starting to get the hang of 3d max)

Anyway, heres a few screens at my bomb flag:



The score system is working but not showing at the HUD atm, first to 3 captures wins.

Keep in mind the map is only alpha3, just wanted to get the map out here so I can get some feedback on how the gameplay and the bomb flag works. Think i got everything pakrated, let me know if not.


BTW: The screenshots isnt updated, I wont update them every alpha release...


Thanks to:
studio2a (Models)
Wiebbe (Sounds)
A Boojum Snark (for answering my questions!)
and the entire TF2Maps.net community


Changelog

Alpha2:
Added prisoncells to get a more prisonlike feeling
Explosion when a team scores for the third time
Setupgate and 30 sec setuptimer, just about enough to let the teams gather before the bomb becomes available
Remade the displacements
Removed the custom HUD
Added a few new props
Nobuild at the bombspawn and capture zones


Alpha3:
Flag now becomes neutral directly after being dropped
Changed the HUD to the new A/D HUD
Add nobuild around the prison cell doors (no more of this)
Nobuild at a few other places
Shorter respawntime
Started texturing
Added scoreboards in the spawns
A few new props
Custom objectives description



Old 08-04-2009, 10:09 PM   #1
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You must not alter the HUD. I presume you are doing it by packing in replacement materials for the existing ones, however any embedded resources stay cached in memory and carry over to subsequent maps until the client is restarted. This makes it an enormous no-no.

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Old 08-05-2009, 02:59 AM   #2
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I think i saw a ladder in one of the screenshots.. A ladder is bad for TF2.

BTW The maps looks nice

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Old 08-06-2009, 04:55 AM   #3
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Quote:
Originally Posted by A Boojum Snark View Post
You must not alter the HUD. I presume you are doing it by packing in replacement materials for the existing ones, however any embedded resources stay cached in memory and carry over to subsequent maps until the client is restarted. This makes it an enormous no-no.
So theres no way to avoid it staying cached? If not I guess ill remove the replacement HUD in the next version. Any feedback on the map itself?
 
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Old 08-14-2009, 03:58 PM   #4
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Alpha2 released!

Changes:
Added prisoncells to get a more prisonlike feeling
Explosion when a team scores for the third time
Setupgate and 30 sec setuptimer, just about enough to let the teams gather before the bomb becomes available
Remade the displacements
Removed the custom HUD
Added a few new props
Nobuild at the bombspawn and capture zones
And more I cant remember right now...
 
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Old 08-16-2009, 01:51 PM   #5
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gameday bump!

after todays gameday I realised the time before the bomb(intel) turns neutral when the carrier gets killed is way to long so im lowering it with about 2/3

any more suggestions?

EDIT: I forgot, A Boojum Snark told me to use the new A/D HUD as the scoring isnt working on the one im using atm, will look into this
 
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Old 08-16-2009, 03:55 PM   #6
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I point out these 1 2 3 4 spots and sit back content after a day of trapping.

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Old 08-16-2009, 04:12 PM   #7
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Quote:
Originally Posted by Owlruler View Post
I point out these 1 2 3 4 spots and sit back content after a day of trapping.
Haha your an evil engineer
Ill fix that rigth away, thx for pointing it out! =)
 
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Old 08-17-2009, 04:13 AM   #8
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Quote:
Originally Posted by Furex View Post
Haha your an evil engineer
Ill fix that rigth away, thx for pointing it out! =)
Yeah, that and the HUD is my only real moans about this map.

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Old 08-24-2009, 02:39 PM   #9
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Alpha 3 released!

Changes:
Flag now becomes neutral directly after being dropped
Changed the HUD to the new A/D HUD
Add nobuild around the prison cell doors (no more of this)
Nobuild at a few other places
Shorter respawntime
Started texturing
Added scoreboards in the spawns
A few new props
Custom objectives description
 
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