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Old 11-09-2010, 12:45 AM   #1
Green Mushy
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FF_Propinquity_B3 (December 19th)

I have some time off this month and i thought i would take a crack at another map. Gameplay is heavily inspired by one of my more favored CTF maps. Who knows which one? Textures are from dystopia. Thanks to exo, neon, and rookie for early alpha feedback, and always thanks to squeek. I just wanted to rush a beta to see how it plays, but I plan on working on it throughout the rest of the month. Im very open to feedback from pickup players on balance issues, so get ur suggestions in asap.

Download Link: ( Newest ) http://www.ffpickup.com/files/ff_propinquity_b3.zip


( Old )http://www.ffpickup.com/files/ff_propinquity_b2.zip

( Old )http://www.ffpickup.com/files/ff_propinquity_b1.zip


B3 changes:
-Resupply bag rework. Added a metal only pack under the engi ramps. It has 100 metal, no H/A. Changed the middle resupply back(the one in the middle of the ramps) to 50 metal. This is so there is more decision making about taking that pack as engineer, and provide a closer pack to more easily rebuild.
-Slight spawn location tweak, just moved some back a little bit.
-Added a team only elevator so defenders can get back to the third level more easily after losing the flag in the main room.
-Added some rafters above the large ramp so attackers cant fly high above the defenders heads.
-Player clipped the flagroom ledges.
-Turned the ramp/stairs into STAIRS. I feel i was making it too easy for attackers to conc out of the flagroom, and i wasnt fully adhering to one of my design goals of: make it easy to get INTO the flagroom, but harder to get out. With stairs, it forces players to walk up them, and gives the D a fair chance to stop flag motion, which will strike more balance and fun.
-Added a yard thing. This is to block some line of sight for chasing attackers, offer an aesthetic breaking up of the flat yard, provide a location to plant a jumppad on for double jumppad combo setups, and force players to be more careful about which route they want to use to conc over the midmap.

B2 changes:
-Resupply packs in spawns/lower resup have 130 metal up from 100.
-Security time up to 32 seconds from 24
-Fixed bsp so classes spawn in their correct locations ( hopefully )
-All stairs are player clipped so they act as ramps
-You still get stuck in the lasers if you stand inside them when they go up. I just dont like the solutions other maps have used, and my solution is fine with me for now. Stay away from the lasers!



An Updated picture of B2:











Picture of the rafters:

Last edited by Green Mushy; 12-20-2010 at 03:30 AM.
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Old 11-09-2010, 01:17 AM   #2
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Looks sexy.

As for what map inspired it... I'm gonna go with.... dropflag? Or maybe hollow?
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Old 11-09-2010, 01:30 AM   #3
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seems like phantom
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Old 11-09-2010, 01:38 AM   #4
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Looks VERY sexy! I'd go with a cross between Ravelin(TFC) and Openfire(TFC/FF)
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Old 11-09-2010, 04:34 AM   #5
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warpath imo
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Old 11-09-2010, 04:36 AM   #6
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Openfire?
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Old 11-09-2010, 08:10 AM   #7
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2fort ofc .)

looks neat
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Old 11-09-2010, 09:49 AM   #8
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looks great! x
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Old 11-09-2010, 02:06 PM   #9
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reminds me of Arendal_l_rc1
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Old 11-16-2010, 01:57 AM   #10
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The map it's based off is phantom and it obviously plays better! B2 released. Ill continue to add stuff to it and tweak for the next 2 weeks.
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Old 11-18-2010, 02:02 AM   #11
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Played this today at ze palace and had alot of fun as offy scout once I figured out where the security button was.

Fast paced game play and large open areas for concing. The textures blend together a little bit too much for my taste but definitely a map i'd play again.

Well done!

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Old 11-18-2010, 03:08 PM   #12
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The only pickup I played this in was I think one of the first time anyone played it. It was low scoring, not sure if that's because nobody knew the map, or because thats the way the map plays. But it was lots of fun, lots of cool stuff you could do as a scout.

Playing it in a pub is a bit rough though cause there aren't enough packs throughout the map to actually play defense anywhere but the flag room, since the yard is pretty small offense gets to the front of your base too quickly to really setup anything.

1 pack around the cap point would solve a lot of problems for pub play, cause then an engy could atleast do something in that front room. Cause as it stands now the closest pack available to him there is in the respawn and that's a long run for a pub engy. The pack doesn't even need to give hp/armor since the respawn is soo close healing the heavier classes isn't the issue.

I also like that since all the entrances are visible from the button, I was able to viabley play a 1v1 last night. So that's pretty cool that it can also be used for a 1v1 and 2v2 along with a 4v4.
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Old 12-20-2010, 03:30 AM   #13
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B3 update. Info in the OP.
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Old 12-20-2010, 10:46 AM   #14
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btw mushy I wanted to say I played b2 yesterday, for the first time in zePalace and thought it was absolutely fantastic. Great work in terms of EVERYTHING. Originality, playability and style. I was really impressed.
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Old 12-20-2010, 11:43 AM   #15
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I appreciate that elmo .
Maybe im getting better at this!
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Old 12-20-2010, 12:03 PM   #16
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I really was in a jaw dropped state most of the time. Seemed so very crazy in style design yet perfectly designed in what was available to do on offence. I didn't expect it but found lots I could do differently each run.
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Old 12-20-2010, 04:17 PM   #17
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This map is something that stuck in my head after the first time I played it. But, because the name is so weird, it took me FOREVER to find it. I was also pronouncing it wrong the whole time.

What are your thoughts on clip-brushing stairs? Do you think there could be some way to clue the player as to which is which without them sacrificing their life to find out?

I really like this map, btw, and I recommend everyone who likes CTF to check it out.
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Old 12-20-2010, 05:04 PM   #18
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I like the map but personally liked b2 better Great job!
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