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Old 04-11-2008, 05:18 AM   #81
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oh a log, how nice
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Old 04-11-2008, 05:22 AM   #82
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so basically, while the map looks AMAZING, it doesnt play well. it takes far too long to get out of your own base, i think there should be offensive spawns and teleporters to go from one spawn to the other. its not very conc friendly, there are a lot of ridges and stuff to get stuck on. and the bag in the flag room needs to not spawn so quick, or just not be there at all. i built an SG on that ledge and it went down 2, maybe 3 times the entire match (3v3 ovd). it was just not fun.
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Old 04-11-2008, 05:28 AM   #83
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very impressive visuals, incredibly detailed and orgasmic to the eyes.

On to the flaws!
playing this map is ridiculous.

With the way SGs are in the game, you can build a gun on top of the bag in the flagroom and it will almost never ever go down. It's like infinite cells but on top of that the gun tracks in the flagroom fast enough to make the other members of the D practically obsolete. The bag needs to either not be there, give not full life and armor, give not a bajillion cells, or have a long long respawn.
I vote for the fabled ten bag. ten life and ten armor and ten ammos!

I'm not sure how many players you intended to play in the map, but when played in a 3v3 scrimmage it was awful. It takes forever for the Offense to get to the enemy base, and there are very limited conc spots to shorten your return.
I propose you make spawns for the offense classes like Spy, Medic, and Scout! (pyro/sniper up to your discretion)

From what I saw, it seems the map could really shine in a 9v9 situation. I think the 7v7 might still be too small; the ramp room is very crazy and in a smaller game it makes the defense tend to lean towards all flagroom D.

The blue base was not equally as detailed as the red base was. By that, I mean the red base was more detailed, but that is not to say the blue base was not detailed. It was very nice but the red base really gives you a molten feel while the blue base makes you just feel like you are in a walk-in fridge. Fucking badass all the same.

As for the hallways, a soldier or a pipetrap makes the halls nigh impassable, what with the claustrophic concing involved and lofty positions to hide from in the flagroom.
I must suggest raising the height a smidgeon or tridgeon!

more tridgeons when i find the smidgeons!!

P.S. please work on the map because we love it and we love you too
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Old 04-11-2008, 09:18 AM   #84
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The biggest issue I found, when jumping around the map, was the time it took to get from one base to another. If I spawned at spawn 1, it was a decent speed, however, if I spawned at 2 or 3, it took forever.

The first spawn should be for the offense. 2 and 3 should be for the defense.

Also, if able, make the bases slightly smaller. It doesn't need anything major, just a little bit of crunching on some of the halls bringing some of the rooms together.

This is easily the best looking map I've seen in an online FPS. Easily.
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Old 04-11-2008, 03:23 PM   #85
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Quote:
Originally Posted by ViLE
It takes forever for the Offense to get to the enemy base
Quote:
Originally Posted by Tsukasa
<tsukasa_> a) base size needs to be cut in half
Heh, i made the same mistake with Flare, and i effectively cut the map size by 50% + inter-spawn teleporters (give it another try )

Nice architecture inside the bases elchupacabra.
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Old 04-11-2008, 04:44 PM   #86
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This map certainly looks great. Have a suggestion. On the blue ice side maybe have ice build up, like a chunk of ice in the tube. (On red side the tube pours lava).
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Old 04-13-2008, 02:18 PM   #87
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Hm, that's mostly what I was worried about. I guess that's what building 90% of the map before the game released, being my first TF map and not being able to get adequate playtests in does lol.

At this stage it's going to be easier and faster to rebuild it largely from scratch rather than try and edit the bases and move everything around.

If people could list the good and bad aspects of the map it would be helpful.

Sorry for the disappointment
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Old 04-13-2008, 02:24 PM   #88
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wow really nice map, That lava in the base if you look at it then it feels like the base is moving very cool haha great job! meaby some things could change what other post said but i really enjoy it
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Old 04-13-2008, 02:33 PM   #89
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Quote:
Originally Posted by elchupacabra
Sorry for the disappointment
Woaaah there chief, the map is great! I would say, at least before starting again from scratch, I would try making spawn 1 an offensive spawn and spawns 2 and 3 defensive spawns. Here's the LUA that I use, it's also easily modified.

Code:
red_o_only = function(self,player) return ((player:GetTeamId() == Team.kRed) and ((player:GetClass() == Player.kScout) or (player:GetClass() == Player.kMedic) or (player:GetClass() == Player.kSpy))) end
red_d_only = function(self,player) return ((player:GetTeamId() == Team.kRed) and (((player:GetClass() == Player.kScout) == false) and ((player:GetClass() == Player.kMedic) == false) and ((player:GetClass() == Player.kSpy) == false))) end

red_ospawn = { validspawn = red_o_only }
red_dspawn = { validspawn = red_d_only }

blue_o_only = function(self,player) return ((player:GetTeamId() == Team.kBlue) and ((player:GetClass() == Player.kScout) or (player:GetClass() == Player.kMedic) or (player:GetClass() == Player.kSpy))) end
blue_d_only = function(self,player) return ((player:GetTeamId() == Team.kBlue) and (((player:GetClass() == Player.kScout) == false) and ((player:GetClass() == Player.kMedic) == false) and ((player:GetClass() == Player.kSpy) == false))) end

blue_ospawn = { validspawn = blue_o_only }
blue_dspawn = { validspawn = blue_d_only }
All you've got to do is change the name of your info_ff_teamspawns to blue_ospawn, blue_dspawn, red_ospawn, and red_dspawn and you've gone a long way to decreasing the time it takes for the offense to reach the enemy base.

One other thing I would do before starting over is to possibly remove the bag from the flag room. I don't feel it's needed, especially with how long it takes the offense to get inside the base.
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Old 04-13-2008, 11:20 PM   #90
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i agree with credge in that you don't need to start over (edit: because the map is awesome) but an O spawn is pretty much totally necessary.

you should also edit the flagroom bag, or remove it completely, because it takes so long for O to return to the flagroom that it makes the bag godly
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Old 04-14-2008, 04:30 AM   #91
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yeah, don't restart this map, just fix the O spawns and remove the bag and it should play perfectly fine. That and fix the caps...

Seriously though, still the best looking map for FF yet.
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Old 04-14-2008, 12:29 PM   #92
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you do NOT NOT NOT need to start again, even starting at the back one, 3, aint bad. so just do the LUA scripting to get O&D spawns and your sorted. That map is great and I'd love to play it, smooth and great fps thoughout. Maybe a few changes some people suggest, havent played it but on first impression it looks great and feels nice to be playing on it.

Your secret rocks too

A well made map indeed. minor updates would be welcome, but from what I could tell it'd be more playable than some suggest. I'd like to try it out soon
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Old 04-15-2008, 03:21 PM   #93
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Yeah dont restart. add ice to that tube as well! lol
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Old 04-15-2008, 05:50 PM   #94
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offensive spawns, reduce base size, reduce (remove) bag in FR, and add player clips all around the map so concers dont get stuck on shit. thats about all i can think of that needs to be changed. the map looks awesome, just needs some tweaks to play awesome too.
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Old 04-16-2008, 09:26 AM   #95
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It is your job as a concer to avoid them obstacles...not everything can be done for you :P
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Old 04-16-2008, 07:51 PM   #96
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right, but a bunch of shit hanging in your way as well as tiny corridors is just fucking annoying, especially considering this isnt an offensive friendly map by ANY stretch of the imagination in its current state.
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Old 04-17-2008, 07:14 PM   #97
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Agreed. it was concing into those things all the time, was anoying being mainly offence player
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Old 04-18-2008, 06:15 AM   #98
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nice map dude!
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Old 08-10-2009, 04:18 PM   #99
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does anyone know if anything ever happen with this map? I know that there was a major bug with capping blue flag iirc and a ton of stuff that was gonna get fixed up. I don't wanna include this in the map pack if it's still buggy
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Old 08-12-2009, 01:33 AM   #100
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I think it was fix.. not 100 percent sure though
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