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Old 05-30-2006, 11:21 AM   #121
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A well placed SG will mow down the few people that managed to get to the top.
Please make sure defense doesn't have access to too many grenades as the potential spam in this part of the map looks obscene.

Looking forward to see how things will shape out.
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Old 05-30-2006, 11:57 AM   #122
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My awesome skills with paint illustrates the defensive strategy I would use on CP3.



Have most if not all the defending team go demoman. The red stick figures are demomen for this demonstration. They set all the pipes they have on the door. The door opens, dropping all the pipes into the elevator shaft. BadaBoom. Everything in elevator is either dead or close to it.
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Old 05-30-2006, 12:16 PM   #123
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While that'd be hilarious from demomen's pov and rather effective until enough offence gets out of the shaft, it would hardly be possible to execute neither on pubs nor in matches due to class restrictions. In the case you were being sarcastic or otherwise funny, which I think you were, you knew that already .
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Old 05-30-2006, 12:22 PM   #124
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That tactic is awesome!
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Old 05-30-2006, 12:36 PM   #125
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Old 05-30-2006, 02:12 PM   #126
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Reminds me of Dustbowl right before the gates open
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Old 05-30-2006, 02:35 PM   #127
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someone likes playing sniper.

doesnt look like a hard cap though. one good jump might be all it would take.
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Old 05-30-2006, 10:19 PM   #128
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The elevator has a roof on it, so the attackers are somewhat safe from spam.
I was planning on making this CP be like the 3rd dustbowl cp, in that the attackers get 2 frag grenades, and the defenders get no grenades, and the defenders also start at half armor. But this is all up for gameplay tweaking.

Like I was saying before, the plan is to make CP3 short an difficult. I'm hoping that the offence won't tend to get pinned downby the elevator, and that they'll actually be able to push their way up the cliff. Defensive soldiers and demos should have plenty to do trying to blast people off the cliffside, but I'm also hoping that the area around the CP is actually enough of a choke point to make SGs and HWs effective. I'm probably going to also play around with raising and lowering the cliff heights to suit a rocket jumping soldier.

Btw, I've actually made some progress on the middle area. I might just finish this map after all (although the compilers still don't work...)
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Old 05-30-2006, 11:00 PM   #129
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Custom Source Tools

If I try and compile with valve's stuff right now, vrad.exe just crashes :/
But, amckerns' Custom Source Tools are still working for. Maybe you guys want to try using them. They are basically the same as the valve ones, except they run slightly quicker, have slightly different (nicer I think) lighting, more helpful error messages, and they actually work right now.
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Old 05-31-2006, 07:02 AM   #130
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They didn't work. I still get the same error during bsp. An error window pops up that says something about a calling a 'pure virtual function' which aparently is some sort of problem with the .bsp program (or so I hope). So I guess I'm still waiting on the update. Hooray!
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Old 05-31-2006, 06:05 PM   #131
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id say the cliffs are fine, id like to rampslide on the walls though if i mess up my nadejump. other than that i can think of much else to say.

maybe a little cover up top?
id hate the climb that long hill just to get picked off by a sniper sitting next to the cap as soon as my head pops above the top of the hill.
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Old 06-02-2006, 01:22 AM   #132
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hey nez, sorry i havent done those cacti yet, been busy with work. ill definatly do them this weekend, i want to make you two or three versions so they dont look too repetitive. do you want flowers on them? some cacti have a couple white flowers dont they?
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Old 06-02-2006, 01:55 AM   #133
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Hah, cool. Different versions would be rad.

I think it'd fit the look more if they didn't have flowers though.
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Old 06-02-2006, 06:16 AM   #134
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Quote:
Originally Posted by wunder
hey nez, sorry i havent done those cacti yet, been busy with work. ill definatly do them this weekend, i want to make you two or three versions so they dont look too repetitive. do you want flowers on them? some cacti have a couple white flowers dont they?
you could make those flowers on skins, like when you take skin 1: no flowers
skin 2: flowers?
(skin 3: other flowers)
same way as on the trees in css
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Old 06-02-2006, 03:04 PM   #135
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im worried this whole clif thing will get nerfed by double concs...
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Old 06-02-2006, 03:43 PM   #136
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There aren't many cliffs he could put in that wouldn't be passable by double conc jumping. Maybe closing off the top of the cap would strike that down though.
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Old 06-02-2006, 03:55 PM   #137
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Are concs going to be availiable?
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Old 06-02-2006, 05:27 PM   #138
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Yep, that's the question and I assume some actual playtest would be the only way to find out.
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Old 06-02-2006, 05:50 PM   #139
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If he follows the dustbowl lead, there will be no grenade bags on the 3rd cap, and the O would have to gren-jump.

However, please don't make the D start with 50% health, that's more annoying than it is a hinderance. I have to camp a bag for a while, yar.
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Old 06-02-2006, 09:52 PM   #140
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Yeah, Etzell has the right of it about the starting armor %. Playtesting will ultimately decide what is final.
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