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June 18, 2013, 03:49:31 pm *
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Author Topic: Chu's Maps: [NEW] rj_facility  (Read 9806 times)
Chu
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« Reply #15 on: June 07, 2010, 09:35:51 pm »

Not really, but if you want to use it for GG2Ware I can post an updated version with the gradient border.
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Wherewolf
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« Reply #16 on: June 15, 2010, 04:31:01 pm »

These areas near the middle of the map seemed randomly tight.


Besides that, most people on the server liked the map.
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« Reply #17 on: June 15, 2010, 04:32:49 pm »

Uploaded arena_quoterunner.


Haha, I'd like to try this.
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Chu
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« Reply #18 on: June 15, 2010, 06:23:59 pm »

These areas near the middle of the map seemed randomly tight.


Besides that, most people on the server liked the map.


That's a simple fix, I'll update the OP when I'm done.

EDIT: Okay, uploaded and added to OP. I need some inspiration for my next map, can you guys think of anything?
« Last Edit: June 15, 2010, 06:41:30 pm by Shawnachu » Logged

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Hanz Ketchup
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« Reply #19 on: June 18, 2010, 07:23:46 am »

Great maps. I'd love to see Quoterunner in GG2ware.
« Last Edit: June 18, 2010, 07:24:04 am by 'SS' (NI) Hanz Ketchup » Logged

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« Reply #20 on: June 18, 2010, 11:00:56 am »

QuoteRunner is already a gg2ware Map. it's just slightly modified.
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Chu
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« Reply #21 on: July 03, 2010, 06:44:04 pm »

Updated with my rocketjump map which I claim to be harder than rj_insane. Honestly, though, it probably isn't.

Try it anyway
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Chu
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« Reply #22 on: July 04, 2010, 10:07:46 am »

Before I start on the artwork I'd like some feedback on this wallmask:

Where should I add crates, are there too many/too few chokepoints, etc.

It's supposed to be cp_freight from TF2.

Middle CP is on the far left, CP 4 is in between the crates in the building, and CP 5 is on the highest part of the hill just before the spawn.
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Muddywater
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« Reply #23 on: July 04, 2010, 10:18:30 am »

Well first there should be an underwater path that goes under the middle point. That's definitely needed since a sentry atop the perch can block most of the area. Also perhaps some tower-esque things above the point for a scout route, and to keep some similarity between the tf2 version and this.

For point 4 I don't really see how it looks like the tf2 version. And it's just a flat line going across from the window to the staircase on the other side of the building. Long line of spam. It's a bit even, which I find odd since the circumstances aren't.

Point 5, I really don't see the resemblance at all. It's just an open hill, easily ambush-able by incoming forces, and provides no cover for defense. I would suggest a total rework here.

Tl;Dr

Towers over point 3 and a sewer path below. At point 4 the line of spam above it and re-evening. And at point 5 rework. I can see that you're going for balance rather then similarity (Unless you don't have tf2 in which case I would ask why you're making a map out of it) But some parts like point 5 are just odd.
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Chu
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« Reply #24 on: July 04, 2010, 10:25:43 am »

Yeah, I was focusing more on balance. I do have TF2, so I'll see what I can do about the last two points.

The long line at the top of CP 4 is supposed to be the wooden walkway above the point, but to allow players to shoot down I made a gap in the middle. I can probably put crates on either side then make the gap a player door.

I'll do a rework and post it back up.
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Wherewolf
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« Reply #25 on: July 04, 2010, 10:29:41 am »

I agree with Muddy, CP5 is really empty and sort of uninteresting.

Also, there's a massive sightline from CP2 to CP4 (above the points) that you need to cut down with a bullet wall or something.


Actually, the bottom one looks more annoying.

I feel like Cp3's a bit too plain as well, maybe add in some of the trains to give it some height differences?

Warning - while you were typing a new reply has been posted. You may wish to review your post.
uhhhh ignore anything that overlaps what you just responded to

EDIT: forgot to mention, consider making a version that will work with the future forward spawn system too
« Last Edit: July 04, 2010, 10:30:44 am by Wherewolf » Logged
Chu
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« Reply #26 on: July 04, 2010, 11:12:47 am »

Reworked all three points, but still not sure about point 5:

-Added trains to the middle CP (Only the tops are solid)
-CP 4 more closely resembles the TF2 version
-CP 5 ledge was lowered and exit from CP4 is now at the bottom of a slope

In TF2, there's 3 routes to the final CP. Two of them are at the bottom of a slope, so I clumped those two together into one. The top one goes out to a ledge that can be used to take out hiding sentry guns, but right now that route isn't very useful besides an extra route that the defenders have to worry about.

The wallmask will be prettier and play easier in the final version, but I'm only concentrating about the layout right now.
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Chu
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« Reply #27 on: July 04, 2010, 10:17:33 pm »

I think I have points three and four down, so I went ahead and did some of the artwork:


I still don't know what to do with point five, though.

Comments/suggestions?
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« Reply #28 on: July 04, 2010, 11:35:08 pm »

I can definitely see the similarities, good work! c1
You should put a train between the 5th cp and spawn.
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Chu
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« Reply #29 on: July 10, 2010, 10:30:39 pm »

Bump for great justice!



-Did most of the background for the Blu base then threw in a really cheap gradient so it wasn't on a white background
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