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Mad Hatter
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#21
04-09-2008, 08:50 PM

(04-09-2008, 06:48 PM)Vandamguy link Wrote: this map is killin the server.

Yea in its current form its worn itself out, at least until version 2, I'm putting this on the voting list, but its off rotation.


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Black Aspen
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#22
04-13-2008, 02:36 PM

What about a supply room somewhere balanced on the map?  Basically, it could have random crap, but most importantly a supply cabinet.  Only have one for both teams though, so they'd have to fight over it.
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Mad Hatter
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#23
04-13-2008, 02:37 PM

(04-13-2008, 02:36 PM)Black Aspen link Wrote: What about a supply room somewhere balanced on the map?  Basically, it could have random crap, but most importantly a supply cabinet.  Only have one for both teams though, so they'd have to fight over it.

Deathkiller had that on a concept map, did not work out well at all...


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Negate
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#24
04-13-2008, 02:50 PM

(04-13-2008, 02:37 PM)CaffeinePowered link Wrote: [quote author=Black Aspen link=topic=8.msg2480#msg2480 date=1208115387]
What about a supply room somewhere balanced on the map?  Basically, it could have random crap, but most importantly a supply cabinet.  Only have one for both teams though, so they'd have to fight over it.

Deathkiller had that on a concept map, did not work out well at all...
[/quote]
Would that be the portal based map with the supply cabinet in the corner of an ordinary room?
It was pretty overpowered but you could still die while in front of it.



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Black Aspen
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#25
04-13-2008, 11:41 PM

I think it would work in your map though, because of how you've built the capping system.  Go ahead and camp the supply room... and have fun when the other team caps your points because you're guarding something of no value.  Like you've said, the key to the map is balancing your team's offense and defence, and I think the supply room would add an extra component of risk.
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Mad Hatter
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#26
04-13-2008, 11:43 PM

(04-13-2008, 11:41 PM)Black Aspen link Wrote: I think it would work in your map though, because of how you've built the capping system.  Go ahead and camp the supply room... and have fun when the other team caps your points because you're guarding something of no value.  Like you've said, the key to the map is balancing your team's offense and defence, and I think the supply room would add an extra component of risk.

we'll see, Ive started working on beta 2 tonight and Im already done with the center room, modified my first part to show what Ive done so far


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Black Aspen
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#27
04-13-2008, 11:55 PM

Maybe put it under the centre room, in the middle of the passage between the Bridge and the Engine Room (if you end up going with that idea)?
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Mad Hatter
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#28
04-14-2008, 12:08 AM

(04-13-2008, 11:55 PM)Black Aspen link Wrote: Maybe put it under the centre room, in the middle of the passage between the Bridge and the Engine Room (if you end up going with that idea)?

Thats what I'm working on right now, map needs a bypass to go from one to the other


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Mad Hatter
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#29
05-07-2008, 11:40 PM

Made one of two of the spiral staircases, private viewing shortly, possibly this FNF


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Mad Hatter
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#30
05-12-2008, 09:51 PM

Finished all of the major geometric changes, now its down for to polish


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Mission Difficult
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#31
05-14-2008, 10:04 PM

I love the spiral stairs and trash compactor as well as the barrel racks. Most of my suggestions are aesthetic.
-Moving star maps in the spawns and the upper cap room.
-A screen or window of some kind in the upper cap room.
-A little bit of random cover in the upper cap room.
-Perhaps a few stray crates or barrels in the sewer.
-The old timey trucks feel a little too out of place, still haven't thought of anything to replace them with, maybe trains?
-The idea of the bay doors opening at the maps end, probably can't be done.
-Signs for the compactor, conveyors, and swift vent when implemented.
-Deep water and health in the compactor room.
-Holders for the compactor buttons.
-Maybe have the area in between spawn and the cap point be surrounded by the moving star map so it feels like you're boarding a ship and fighting a rival salvage company or something.


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ScottyGrayskull
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#32
05-15-2008, 07:35 AM

We mentioned last night about having the lights flicker or something when the compacter is on, and that it can't be done. Is there any way to instead have a sign that lights up or something, like what some maps do with signs that give the state of the cap points (red/blue)?


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Mad Hatter
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#33
05-15-2008, 09:23 AM

(05-15-2008, 07:35 AM)ScottyGrayskull link Wrote: We mentioned last night about having the lights flicker or something when the compacter is on, and that it can't be done. Is there any way to instead have a sign that lights up or something, like what some maps do with signs that give the state of the cap points (red/blue)?

That is possible but where would you put it?


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Mission Difficult
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#34
05-15-2008, 10:44 AM

Also a window for the compactor.


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Mad Hatter
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#35
05-19-2008, 12:18 AM

(05-15-2008, 10:44 AM)Mission Difficult link Wrote: Also a window for the compactor.

Did that today

What I have done now is pretty much ready for general release sans texture changes, expect something this Tuesday


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Yomanz
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#36
05-19-2008, 12:56 PM

I don't know just how different the new starship is going to be but i figured i'd check in with an old problem on the previous one. I've had it before where i was a demoman going to the last point and if there was a sentry on the upper level of the last point, where the floor is grated, i could put stickies on the underside of the grated floor and blow up the sg on top. I don't know if that made much sense but i remember several engies getting ticked at that. However i haven't been keeping track of the progress of this map very much, so for all i know you probably already fixed it. Looking forward to playing it on tuesday though!


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Mad Hatter
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#37
05-19-2008, 03:10 PM

(05-19-2008, 12:56 PM)Yomanz link Wrote: I don't know just how different the new starship is going to be but i figured i'd check in with an old problem on the previous one. I've had it before where i was a demoman going to the last point and if there was a sentry on the upper level of the last point, where the floor is grated, i could put stickies on the underside of the grated floor and blow up the sg on top. I don't know if that made much sense but i remember several engies getting ticked at that. However i haven't been keeping track of the progress of this map very much, so for all i know you probably already fixed it. Looking forward to playing it on tuesday though!

The grating is permeable to explosion damage, thats the risk you take with putting an SG on the upper balcony thats closer to the center point.


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Yomanz
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#38
05-20-2008, 01:47 PM

Works for me, otherwise it's a pain to get rid of the sentries and take the point before one of the other ones is recapped.


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Mission Difficult
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#39
06-04-2008, 09:05 AM

After playing steel last night, I would like to suggest an intro movie. I don't think it would be too hard to do, but once the map is all done it would be nice touch. And with everyone being constantly confused by new and terrifying maps it could be useful.


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Mad Hatter
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#40
06-11-2008, 09:21 PM

(06-04-2008, 09:05 AM)Mission Difficult link Wrote: After playing steel last night, I would like to suggest an intro movie. I don't think it would be too hard to do, but once the map is all done it would be nice touch. And with everyone being constantly confused by new and terrifying maps it could be useful.

Yea, I just may do that...

To those of you that got to mess around with the new version today what did you think?


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