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Author Topic: Spazz's map archive  (Read 12415 times)

Spazz

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Spazz's map archive
« on: March 29, 2014, 10:00:11 am »


So. Who wants to engage in fisticuffs and get trounced.

Note: Any links are mostly through Puush, if two months of no activity, they will delete themselves
Warning: Any and all posts may contain spoilers for future material


Current map project(s);
rj_Vital
dj_Ancient
dj_Punishment
koth_Barns
koth_Fallenwell

Note: All maps posted with puu.sh links will retain their name/background(s)/wallmask/entities
Total maps completed: TBD // Last compiled map zip: N/A

Note: Each map will be given a time stamp of when posted/updated
Please re-download the map to stay up to date for any bug reports
Any map that does not have a timestamp, is on hold


Maps;

Original Gamemodes;
CTF
(click to show/hide)
CP
(click to show/hide)
ADCP
(click to show/hide)
KOTH
(click to show/hide)
DKOTH
(click to show/hide)
ARENA
(click to show/hide)
TDM
(click to show/hide)
GEN
(click to show/hide)
Free Mode
(click to show/hide)

Extended Gamemodes;
JUMP
(click to show/hide)
MGE / UD
(click to show/hide)
MOBA
(click to show/hide)
RACE
(click to show/hide)
PAYLOAD
(click to show/hide)
MvM (Mod)
(click to show/hide)
MvM (Mod)
(click to show/hide)
VOLLEYBALL
(click to show/hide)
TENNIS
(click to show/hide)


Other / Excess(?)
(click to show/hide)




Last update, 2016 Sept 23rd
Still need to upload and place the maps in the correct box, but for the most part it's done
Hopefully this template won't prove too much trouble later on..



« Last Edit: September 23, 2016, 07:37:12 pm by Spazz »
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aronhun

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Re: Spazz's map thread
« Reply #1 on: March 29, 2014, 01:12:41 pm »

Good maps.
« Last Edit: May 02, 2014, 03:05:07 pm by aronhun »
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Spazz

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Re: Spazz's map archive
« Reply #2 on: November 01, 2015, 10:01:35 pm »

Thy safety hath been oblit'rat'd, the winds rattle thy sheltereth..
Thou shall not escapeth these frozen lands alive!

Edit: Winter themed map up next, (duh mini-haxxies)
Should probably upload all the maps I've made thus far, being as the last few are WIP or remixes
« Last Edit: November 01, 2015, 10:07:29 pm by Spazz »
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Spazz

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Re: Spazz's map archive
« Reply #3 on: November 14, 2015, 01:14:15 pm »

Since Derpduck has been remaking maps, I figure there should be some new elements thrown in that are now available in the updated GB

ctf_orangutan looked most fitting at first glance, so here's a _night version. The gimick is while viewing out of game very little has changed, but in-game the FG that's not shown is on top of players and projectiles, while it's pretty dark (Yes I'll probably brighten the overlay a bit) this is literally just a test. To be honest, there's actually a good number of places for sticky traps due to the darkness, which will be hated by many, but I as well others can finally have sneaky traps.

I'll be making some changes to add more ambience in areas, maybe a moon or something as well.
Currently just the default light fixtures, I'll add more later

(click to show/hide)
(click to show/hide)

Edit: Whoops, uploaded the old preview with a medcab adjustment, fixed that lol
« Last Edit: November 14, 2015, 01:16:44 pm by Spazz »
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aronhun

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Re: Spazz's map archive
« Reply #4 on: November 15, 2015, 06:50:39 am »

I'm really impressed of this light thing, can you give me alink or an advice how can I make a similar thing? I wanted to "play" with the lights since I started map making.

Edit: I just found out how to make it in the fore ground, still you non directly gave me the idea thank you my friend!
« Last Edit: November 15, 2015, 07:12:58 am by aronhun »
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Spazz

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Re: Spazz's map archive
« Reply #5 on: January 01, 2016, 03:23:33 am »



Smite me if I ever come up with an idea like this again
Shit looks fugly

Back to the drawing board..

Edit: Shrunk gif size
« Last Edit: January 06, 2016, 12:02:03 am by Spazz »
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Spazz

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Re: Spazz's map archive
« Reply #6 on: January 05, 2016, 11:55:21 pm »



Some things never get old, some new development at Delta Really should rework OP, been delaying that forever..
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Spazz

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Re: Spazz's map archive
« Reply #7 on: January 06, 2016, 04:49:08 am »

(click to show/hide)

Is that gif really still active? Puush links expire after a month of inactivity
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notarctic

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Re: Spazz's map archive
« Reply #8 on: January 06, 2016, 07:30:14 pm »

(click to show/hide)

Is that gif really still active? Puush links expire after a month of inactivity
2 months iirc but i once checked some of my old af puushes and they still existed ¯\_(ツ)_/¯
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[1:37:51 PM] Derpduck: arctic u need to quote ppl that make shit posts in case they edit them
[4:20:15 PM] Rubeus Hashgrid: i cant discover anything fuck you imageshack

Spazz

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Re: Spazz's map archive
« Reply #9 on: January 13, 2016, 09:37:10 pm »


Edit: Yes this is compiled, and it's name is Koth_Fallenwell if puush didn't save the map/file name

Some quick work as I had nothing to do today
Proper art will come whenever

Figured I'd get some more experience in small, constricted maps, Koth seemed like an obvious choice
« Last Edit: January 13, 2016, 09:39:12 pm by Spazz »
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Spazz

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Re: Spazz's map archive
« Reply #10 on: January 21, 2016, 07:58:52 pm »

For those that missed out on some good 2.6 gg2, here's the evolution of dj_Magik during it's work
Should pick this up again, complete it and officially give it the new title. Will still be easier than Flicky though since SJ is used (slightly)

//- This was BEFORE spinjumping was re-introduced, so 80px was a moderately tough jump
//- This was also when old GB could not have overlapping entities at their origin


(click to show/hide)

Yes, it's getting a 2.8 overhaul. It'll be fun
« Last Edit: January 21, 2016, 08:57:56 pm by Spazz »
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Spazz

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Re: Spazz's map archive
« Reply #11 on: January 22, 2016, 02:02:39 pm »

So uh, made a few patches to 'Punishment', apparently it's going to stick to that title since it's not only a good difficulty but remaking it will be a pain. On a good note, since there is no map size limit (technically) anymore, I can add as many rooms as I feel like, and the super duper stretchy resize to what I want overlap as many as I want entities will take some weight off

//- Do note, this map is a go between infinite health and health saving (but not much of that)

But hey, enjoy a 2.6 map in 2.8 while it's being redone
« Last Edit: January 22, 2016, 02:08:25 pm by Spazz »
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Spazz

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Re: Spazz's map archive
« Reply #12 on: January 24, 2016, 09:48:58 pm »

Ok, here's the revamp of the current version, removing the extra space as well. Will re-add the extra space as I progress

Changelog:
A11: Two new jump heights added to start
       -Can NOT spinjump the right wall for 80p, 90p and 100p
       -Mid-point between 50p & 60p has changed, a tighter jump
       -Mid-point between 60p & 70p has changed
       -First room now has three platforms it can be completed from
       -Small change to Third room's platform
       -Fourth Room not longer has any health cabinet, can be completed without detonations
       -Fifth room had some changes to the start, and the first floating platform's bottom has been raised (I've tried going under, it's really hard)
       -Second cap has new in/out Forced-Paths
       -Seventh room lower half has been extended a bit
       -End-Round cap placed after an unaltered eighth room
       -Spawn areas are 'mostly' covered for griefing, at least on the 'insta-' part

« Last Edit: January 24, 2016, 09:53:28 pm by Spazz »
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Spazz

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Re: Spazz's map archive
« Reply #13 on: March 30, 2016, 04:00:21 pm »

Looks dumb for the moment, I'll add a better BG in a bit but I finally spaced the first and second point to an 'optimal' distance while adding a much needed choke



Edit: Need to edit the bottom path around the first point though, you can pull some trick stuff with Autoguns and I want that, but at the same time it's hard to traverse
« Last Edit: March 30, 2016, 04:03:03 pm by Spazz »
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Spazz

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Re: Spazz's map archive
« Reply #14 on: April 01, 2016, 06:55:40 am »

A better BG whenever, koth_Offbeat

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