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Koth_Vanguard rc1

The koth version of Vanguard

  1. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    cp_vanguard_rc3 | Download | the still in developement cp version
    koth_vanguard_rc1 | Download | the NEW! koth version
    koth_vanguard_event_HHH | Download | the halloween variant of koth_vanguard

    special thanks to everyone from the construction pack/swamp pack and rexy for additionnal models
     
    Last edited: Oct 9, 2015
  2. Ninjilla

    Ninjilla L7: Fancy Member

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    From what I can see, that mid point looks really nice, I think a heavy wouuld make quick work of it with it being so small. A lot of flanking paths?
     
  3. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    Did you color correct this?
     
  4. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    well expanding the middle is part of my plans but with the crapton of flanking paths, the mid can't be locked down anyways so no worries.

    and no penguin, no color correction or hdr yet. but it's on my todo list
     
    Last edited: May 26, 2013
  5. Mr. P. Kiwi

    Mr. P. Kiwi L5: Dapper Member

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    The middle looks really flat to me... Better change that, exept for that it looks really nice!
     
  6. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    yes I'm trying to think of a structure I could put in the middle but I want to stay away from the habitual shack (suggestions appreciated).
     
  7. Prestige

    aa Prestige im not gay anymore

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    looks like you went a lil overboard with sawmill props. mid looks a little cramped with height advantage surrounding it.

    I'd have to play it to really criticize it though.
     
  8. Ninjilla

    Ninjilla L7: Fancy Member

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    I think mid doesnt look too flat, the height variations around it seem good enough, more would be overkill, save maybe a 16 unit pedestal or something.
     
  9. fubarFX

    aa fubarFX The "raw" in "nodraw"

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  10. Fireman

    Fireman L4: Comfortable Member

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    Perhaps consider lowering the amount of health in mid. Every time I'd get damaged from frolicking around your spawn, I'd just return to mid, do a circuit of the small health packs, and go back to my business. The defending team doesn't really need that much help camping the point.
     
  11. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    the map has been entirely reblocked and turned out to be a 5cp push!
     
  12. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

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    Now Is 5cp! :O
     
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  13. absurdistof

    aa absurdistof

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    Pictures required :)

    Random side note: I kept wanting to name my first CTF contest entry Vanguard, I'm happy someone good took the name :)
     
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  14. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    lol I think you got me confused with someone else.
    w/e, I'll try to do justice to the name ;)

    anyways, here's what I've planned after the playtest today.
    -shrink the 2nd capture point a little
    -redesign everything from the final capture point to the area inbetween final and second cp.
    -the mid seems to be okay so no big change there for now.

    also, here's a quick capture of the mid for ya'll

    [​IMG]
     
    Last edited: Aug 22, 2010
  15. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    that's right folks! vanguard is back from the dead!
    we're now on koth_vanguard_a2 which is a massive fail because the clipping visgroup is missing :S
    so see you guys in a3!
     
  16. Prestige

    aa Prestige im not gay anymore

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    was a lot of fun

    you should try that dual-layered cap thing on the bridge above the cap
     
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    Last edited: Jun 13, 2011
  17. fubarFX

    aa fubarFX The "raw" in "nodraw"

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  18. gr8stalin

    gr8stalin L1: Registered

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    We played Vanguard today in the New Map Weekend PUG group, it was pretty good in terms of layout, and we loved playing it. We ran into a few issues, though, and a number of players had suggestions/complaints.

    1. Clipping on prop stairs needs to be added/fixed (bullet block too)

    2. Mid is really narrow but really long. This might have been ok if we had more flank routes
    (Mike d:] RIP Tim εїз: I'm gonna call this map koth_noflanks), but it was literally a straight walk into enemy fire. Mumble consensus was either that the mid should be wider or there should be some more/better flank routes.

    3. Bigger capzone is needed, as players are spammed off the point really easily. Put capture area on wooden board above point as well?

    4. EXTREMELY heavy friendly and not as sniper friendly as we first thought, we're working on a solution for this.

    5. Medium health/ammo area is a gigantic death trap since there's really nowhere else safe to hold that's got a medkit/ammo pack. My idea was that you could leave a small pill where the current medium health and ammo packs are now and move them up here

    6. One thing that was sort of annoying for our respective demomen was this area here on the right outside of the spawn, as they couldn't jump over it.

    7. At mid, in the little cubbies with the small health and ammo, there's a tiny pile of cinderblocks which impedes backpedaling, and just makes that area a deathtrap.

    We hope to see your continued work on Vanguard, Fubar, it's looking really good!
     
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  19. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    b2 release celebration post

    have some pictures gentlemen!

    [​IMG]

    [​IMG]

    [​IMG]

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    [​IMG]
     
  20. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    new pictures! mostly done with the visual style now. b3 is on its way

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]
     
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