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Old 12-12-2009, 09:50 AM   #1
GenghisTron
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ff_cannon

I decided to do a port of one of my favorite TFC league-centric maps. This will be my first 'official' map, so it won't be spectacular, but I think it's a great start for a first map

Project started on: December 5th

Some changes I made;

-Made everything A LOT bigger (It's still too small, trimping really breaks small maps)
-Split up the spawns, added teleporters to each.
-Removed water entrance
-Shortened ramp-room hallways
-Did away with a lot of the ramps in the ramp-rooms
-Added a lift to the left ramp-room
-Brightened the place up a lot (The original was cramped and dark)

To-do;

-Lots of detailing
-Mess with lighting a lot more
-Break up the monotony
-Raise the ceilings (Trimp + Ramp Room + Flag Room = hitting the ceiling a lot)
-Add some inset detailing

I'm also open to suggestions, so have at it!

Download;

http://anticollectivism.com/fastdl/F...non_alpha2.bsp

Screenshots;























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Old 12-12-2009, 06:34 PM   #2
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Nice work so far man
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Old 12-12-2009, 07:59 PM   #3
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Thanks
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Old 12-14-2009, 12:04 AM   #4
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Great work so far sir!!

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Old 12-14-2009, 01:06 AM   #5
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Thank you sir!
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Old 12-14-2009, 05:15 PM   #6
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looking good, i never played it in tfc tho
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Old 12-14-2009, 05:28 PM   #7
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no me either - maybe a map that only US played??
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Old 12-14-2009, 05:35 PM   #8
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I played it once in STA 5v5, and instantly fell in love with it.
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Old 12-14-2009, 05:53 PM   #9
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yeah I'm not sure I remember it either, but then again I was usually pretty fucked up back then. Looks nice tho man...gj!
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Old 12-16-2009, 08:59 PM   #10
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Update: I should be finished before the weekend hits, and I assure you this map will be awesome!
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Old 12-28-2009, 07:53 AM   #11
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Update: I hit a major roadblock with the right ramproom about a week ago, and I've pretty much ignored the map since then. I'm making a 2v2/fun/airshot map right now to hopefully rid me of this nasty mappers bloc, and I'll get back to work on cannon. It's 99% completed (overall), I just can't figure out how to balance this right ramproom properly.
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Old 12-29-2009, 07:44 AM   #12
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you should post what you're having issues with exactly, there are a lot of us here that can likely help you out with some ideas at the very least.
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Old 12-29-2009, 08:43 AM   #13
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It's about map balance, and not mapping in general. I'm trying to balance this ramproom, since I had to redo it from scratch, since in the original it had like 7+ ramps, and trimping just completely breaks the lower-height ramps on this map.

I'll go ahead and post up some SS's anyways, maybe someone can help.






What I'm basically trying to do is, make it so the right ramp room (Picture 4) is balanced. Picture 1 + 2 are of the left ramp room, which is basically complete (functional) and Picture 3 is the Flagroom. The way the map is set up, for those of you who don't know the map, is you basically have a base that's almost nearly symmetrical, there's a left and a right ramproom, with choke points to get to the flagroom, and (in the original, I've taken out the tunnel in the left ramp room) there's a secondary tunnel in each ramp room that you can 'shoot' out of, and they're at the bottom of the flagroom, right in front of the ramp. In my version, I took out the left tunnel and added it to the right side only (I still left the two corridors so you don't get bottlenecked), and now I'm struggling with what I should do with the rest of the right ramproom. As you can see in Picture 4, I have a jager_beta (TFC map) style glass-wall/choke point but I think it'll create a chokepoint that's too easy to lockdown. What I'm really struggling with is what should I do with the hallway that goes from the back of the ramproom, that goes to the flagroom.

If you can really see what I mean, here's my .vmf, you can check it out for yourself.

Here (Paste into notepad)
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