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Old 02-09-2013, 03:12 AM   #1
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ff_swoop_b2

FF_Swoop_b2

Shutdown Style CTF

Should be fast paced, surf walls in yard, lots of ramps. I made it so scouts and meds spawn with full concs.



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Last edited by ian.de; 02-12-2013 at 08:21 AM.
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Old 02-09-2013, 03:26 AM   #2
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Looks pretty sexy. I like your texture work.
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Old 02-09-2013, 03:33 AM   #3
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looks fun
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Old 02-10-2013, 08:37 PM   #4
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just played this and it rocks. I think we'll see this getting played a lot more!
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Old 02-10-2013, 09:20 PM   #5
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Played this today on my server while it was full, had a blast. This will definitely be making it into my map rotation. great job.
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Old 02-11-2013, 02:03 AM   #6
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Tone down the nades please. Defense especially gets tons of EMPs MIRVs and lasers

Perhaps security to schtop length (40 seconds).

It currently lasts shorter than schtop and takes longer to get to FR from button than destroy (30 sec) or schtop (40)

Cool map mid could be made even more like a skatepark.

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Old 02-11-2013, 08:36 AM   #7
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i still don't see explosions on this map for some reason, and yes nades need to be toned down
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Old 02-11-2013, 11:59 PM   #8
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Beta 2 is almost ready.

I made some minor clip brush changes and tweaked the flag nook. I also increased the security time from 30 seconds to 40 seconds.

For the nades what do you guys think?

I'm removing all secondary grenades from the two grenade bags. Scouts and medics will all still spawn with 3 concs right off the bat.

Should each grenade bag just give 2 primary grenades? Or just 1?

I'm thinking 2 primaries would be ok. The problem seems to be MIRV and laser nade spam in the main ramp room.

Last edited by ian.de; 02-11-2013 at 11:59 PM.
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Old 02-12-2013, 08:28 AM   #9
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Uploaded beta 2 and updated the download link in the original post.

Changes made:

Fixed some clip brushes in the yard for smoother transitions.
Opened up the ceiling a bit on the top surf ramp near the button.
Lengthened the ceiling above the top ramp down into flag room (people were hitting there heads on the lip and losing speed)
Removed secondary grenades from the grenade bags and increased the bag timers from 10 seconds to 15 seconds.
Added a curved back wall to the flag nook similar to the one in Hellion
Fixed the ladders and other various small texture realignments.

I thought about increasing the security time from 30 seconds to 40 seconds but as it is right now, this map is definitely an offense-heavy map in pickups. The shorter security really does mitigate the offense from relaying like crazy.
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Old 02-12-2013, 02:29 PM   #10
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Do the D have 1 secondary grenade after spawning now?
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Old 02-12-2013, 04:35 PM   #11
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Quote:
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Do the D have 1 secondary grenade after spawning now?
Yes, I figure one "oh shit" MIRV and laser nade is acceptable.
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Old 03-01-2013, 05:24 PM   #12
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Increasing the spawn to enemy base time on this map to about 7 or 8 seconds would double the playability as it is otherwise a great map.
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Old 03-01-2013, 06:40 PM   #13
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Quote:
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Increasing the spawn to enemy base time on this map to about 7 or 8 seconds would double the playability as it is otherwise a great map.
who's this guy?
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Old 03-01-2013, 10:43 PM   #14
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A big fat lie apparently.
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Old 03-27-2013, 02:48 AM   #15
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love this map btw.
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Old 04-06-2013, 11:22 PM   #16
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Pyro should spawn only with 2 napalms instead of 4.
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Old 04-07-2013, 08:51 AM   #17
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The respawn doors need to deal damage to entities blocking them. Now that they're just set to force close without dealing damage, it leads to very strange effects...

Place a Jump Pad into the path of the respawn doors.
Then watch the doors fly outside the respawn and go across the map :L

I've put a screenshot on my Google Drive:
https://docs.google.com/file/d/0B6Up...it?usp=sharing

Bear in mind that if the door goes the other way past the top yard entrance, you can jump into the way of the door stopping it moving.
That can really slow down attackers coming from top yard...
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Old 04-08-2013, 01:30 AM   #18
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Send a message via AIM to squeek.
I like this map a lot (finally played for the first time it just recently). It feels like it was made for FF in that it utilizes FF's movement system really well. The yard/battlements interaction is pretty clever, too.
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Old 04-08-2013, 03:26 AM   #19
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Quote:
Originally Posted by squeek. View Post
I like this map a lot (finally played for the first time it just recently). It feels like it was made for FF in that it utilizes FF's movement system really well. The yard/battlements interaction is pretty clever, too.
I'm smiling from ear to ear!



How do people feel about making the security door passable for defense while the security is up? That way the demo and engi could reset without having to wait for the door to come up or by going up top.
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Old 07-03-2013, 03:47 PM   #20
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this map ian you pretty much aced there isn't much you can do that would make it more amazing. but that beign able to get thru that door would be nice. just don't use lazer lines to many of those already do a full lazer wall. (that you can passthru.)

however the map might play better with a solid door idk how it will effect the map worth a try atleast.

also should put FF logo somewhere in yard for funnzies.
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