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Old 01-24-2010, 12:01 AM   #1
Green Mushy
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FF_Catharsis_b3 ( May 15th )

A few weeks ago i felt like starting a personal project. It is a security ctf map.The map has not been tested at all, and all gameplay is purely theoretical. Im bad at displacements, and i did the lighting very quickly just to get a beta ready for release. I feel the aesthetic work i plan on doing will take a long time, and i want to first see how it plays before committing a lot of time to it. If the map does well in pickups, you can expect a better looking version. As always, critiques are welcomed. ( you must press use to deactivate the security, which is a bit buggy, but i think there is a fix coming in the lua next patch)

Download:http://www.ffpickup.com/files/ff_catharsis_b3.zip










Last edited by Green Mushy; 11-17-2010 at 07:22 AM.
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Old 01-24-2010, 12:42 AM   #2
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seems nice.
siden-ish flagroom o.O and other stuff

waiting it to be uploaded to servers
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Old 01-24-2010, 01:38 AM   #3
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cool clean textures, really well done : )
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Old 01-24-2010, 07:35 AM   #4
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looks really nice man
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Old 01-24-2010, 05:43 PM   #5
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I like the architecture, keep it up Mushy!
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Old 01-24-2010, 06:14 PM   #6
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Looks like tons of fun.
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Old 01-24-2010, 11:11 PM   #7
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Looks nice so far: only thing that stands out as weird are your Oreo cookie rock and snow borders at the top of your map. The border itself is great, just vary it up a bit with the paint alpha >.>

Some pro lighting would be awesome too, but you already addressed that.

Brushwork looks nice and clean and you detailed the large flat walls to be more interesting which is great. Also, snow themed maps are awesome.

I like it. +1
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Old 01-25-2010, 01:09 PM   #8
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Quote:
Originally Posted by Green Mushy View Post
all gameplay is purely theoretical.
Could you elaborate on what gameplay you are trying to acheive? What existing map do you think this is most similar to? How do you want it to be defended, classes and positions? Is the challenge for the offy supposed to be mainly in getting security, getting to the flag, or getting the flag out of the base?

Depending on what you're trying to acheive the following suggestions may be bad or good:
  1. Remove most of the metal from the flagroom.
  2. Seal off the far lower flagroom entrance, either entirely or with d team lasers.
  3. Add a sneaky water route from midmap for sneaking.
  4. Move the spawn (not certain where to). I don't like the long walk out of the base or turning 180 when you get there.
  5. Take away the laser above the flag, so you can drop down even when sec is up.
  6. Remove some of the railings around the green water hole.
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Old 01-29-2010, 11:10 PM   #9
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I was playng this map in public server, and as a sniper i respwned 2 times in the enemy base :P plz fix that fast
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Old 02-04-2010, 04:46 AM   #10
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Officially my new favorite map, fun on offense as well as defense. It looks great already but if you had plans to add even more detail that would be awesome, can't wait.
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Old 03-07-2010, 10:42 PM   #11
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I compiled a beta2 and put the link in the first post. I tried to make the map a lot more D friendly. I added some more detailed lighting. Displacements are not my friend and ill work on those in a future beta if this goes well. Feel free to air any grievances about changes, ill be happy to discuss them.

Im also curios as to why euros are not playing this?
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Old 03-07-2010, 11:04 PM   #12
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same way us dudes dont play medieval and other euro maps :P
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Old 03-07-2010, 11:23 PM   #13
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Here are some of the important screenshots and discriptions:

I added this ledge for sgs, for the demo to sit more in safety, and so people who go lower left dont get to easily conc and rampslide in and out with the flag. Hopefully this will help defenders and make it a bit harder for the O to just swoop in and get a flag. Also it could require that the O be more creative with their concs.


I removed the joined bridge under this area so players cant just swoop in from jumppads at the FD into the lower-main entrance. This is so players have to decide to take the spiral to the lower-main, or be committed to the lower left. This will help the D with incommings, and be able to hopefully get players where they need to be in time before concs go off.

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Old 05-16-2010, 04:31 AM   #14
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Ive made some minor tweaks to catharsis and released b3:

download b3 : http://www.ffpickup.com/files/ff_catharsis_b3.zip

1. I put lasers on this bottom entrance that coincide with the security.
2. Security time has been decreased from 25 seconds to 20.
3. Team oriented packs spawn time is 5 seconds longer.
4. Team oriented packs hold 130 metal instead of 200.

I feel that there are kindof 2 problems with the map. The first is that it can be very offensively friendly. I blame this on the fact that there are 3 entrances to the flagroom, and defenders arent able to cover all three. Adding lasers to defend one entrance stresses more about getting the button. This will both hold 1 entrance down, and force people into the button position more, which i think in conjunction with a shorter security-down time could make it easier to defend.

The other problem is that 2 sentryguns are an effective strategy. If the packs hold less metal and spawn slower, i think it will be definitely enough metal for 1 engineer, but not two. So your flagroom can still be held with 1 engi utilizing both packs and his dispenser( and teammates packs, and death bags ), but two engineers will be too slow to work. ( theoretically )

Picture of the lasers:

Last edited by Green Mushy; 05-16-2010 at 04:37 AM.
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Old 05-16-2010, 05:08 PM   #15
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Quote:
The other problem is that 2 sentryguns are an effective strategy. If the packs hold less metal and spawn slower, i think it will be definitely enough metal for 1 engineer, but not two. So your flagroom can still be held with 1 engi utilizing both packs and his dispenser( and teammates packs, and death bags ), but two engineers will be too slow to work. ( theoretically )
I wouldn't take this as a personal shortcoming, there are quite a few maps that 2 engineers is a viable strat if you have two competent engineers playing. I've seen 2 engineers lock down this map, and then the opposing team tried the same strategy and failed miserably. It could really go either way depending on the quality of the players.

I do hope that these changes will help assuage the overwhelming offense friendliness for this map and look forward to testing it out in pickups.
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Old 05-17-2010, 01:26 AM   #16
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The map is nice (Beta 2), but the problems most of us pub players with have with it is that its too easy to spawn kill. Its too easy to badly hurt people just as they are coming out of the spawn.

Also the top bag takes a long time to return already and don't fully heal you if you are badly hurt. One of those bars that heal and armor you fully just inside the spawn would be great.
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