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Author Topic: [Map] :: bullets(obviously) :: cp_area51  (Read 2491 times)

bullets (obviously)

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[Map] :: bullets(obviously) :: cp_area51
« on: August 10, 2012, 07:56:19 pm »



An abandoned military base lies hidden in the sands of the Nevada desert. The staff fled from a mysterious something found within the complex, leaving RED and BLU to fight over what they left. Here among the endless sand and empty buildings, the team that conquers all five buildings just might discover what secret was so disturbing that it scared the last group away.

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« Last Edit: August 24, 2012, 09:08:44 pm by bullets (obviously) »
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Orpheon

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Re: [Map] bullets(obviously) :: cp_area51
« Reply #1 on: August 11, 2012, 04:37:42 am »

Parts of this map were begun in late May (specifically the mid was designed for ctf_scoutheaven by maciej01), and 2 pre-alpha 3cp versions were playtested in June. Most of this was lost in my hard drive crash recently, but the playable maps may be buried in someone's Maps folder. The wallmask was changed to 5cp and playtested after July 15th. Some advice was given by Chu and Wherewolf following a playtest, and used in modifying the paths between cp4-5 and relocating spawns.

I think this is ready for art, so I'm going to post it here so I actually finish the art before September...
Comments and recommendations welcome!


^^ The gray platforms under cp1,3, and 5 are player floors, the different-shade walls are bullet walls. Forward spawns are 1-way and do not have medicabs
This map looks like fun.
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Oktoberfest!

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Re: [Map] bullets(obviously) :: cp_area51
« Reply #2 on: August 11, 2012, 12:32:56 pm »

I can't wait for the art to be finished for this map. It looks quite promising.
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<MAY> does your nether region smell like lavender and pussywillows??
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Re: [Map] bullets(obviously) :: cp_area51
« Reply #3 on: August 17, 2012, 09:57:19 pm »

Yes this map looks pretty good overall.
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bullets (obviously)

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Re: [Map] :: bullets(obviously) :: cp_area51
« Reply #4 on: August 24, 2012, 07:31:15 pm »

Playtested it a bit with some good players, complaints of scout OP due to size and many paths but I found it okay in terms of gameplay. Backcapping is easy because of the easy route from 4/5 and longer path for defenders, so games were won by backcaps (not necessarily scout/spy) or big pushes.
Thanks to Kalir for suggesting shrinking the topmost ramp from cp4 to cp5 to mitigate backcaps, posting map update in about half an hour.
Updated:
Unfortunately, I won't be able to playtest more tonight. I ran around on the map a bit as scout/pyro/soldier/heavy, it feels a lot smoother without the crates and the moved ramp.
another update, added bulletwalls where the crates were because of snipeline from cp5 to mid :drool:
« Last Edit: August 24, 2012, 09:09:20 pm by bullets (obviously) »
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