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[WIP] cp_overload

Discussion in 'WIP (Work in Progress)' started by Dustoxx, Feb 24, 2009.

  1. Dustoxx

    Dustoxx L6: Sharp Member

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    CP_OVERLOAD
    By Gijs "Dustoxx" Smit

    [​IMG]

    I began doing some sketches yesterday with paint for fun. Something with 3 points in a small area. But since I actually didn't like that I just changed some things to a 5 point map.

    [​IMG] [​IMG]

    I'm focusing now on the layout and entity's. So it plays (hopefully) smooth on gameday:)

    [​IMG]

    [​IMG]

    [​IMG]


    The first Alpha is coming most likely tomorrow or even tonight.:D
     
  2. NovaSilisko

    aa NovaSilisko L42: Life, the Universe and Everything

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    What's cl? =p
     
  3. Dustoxx

    Dustoxx L6: Sharp Member

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    oops:blushing:
     
  4. YM

    aa YM LVL100 YM

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    changed to "cp" for you :lol:
     
    • Thanks Thanks x 1
  5. ikem

    ikem L6: Sharp Member

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    love the layout.
     
    • Thanks Thanks x 1
  6. Shmitz

    aa Shmitz Old Hat

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    I do like the fact that the winning side will have to actively defend the center point as they go after the last one. They can't just rely on offense running through the area to take care of any opposing forces.
     
    • Thanks Thanks x 1
  7. Dustoxx

    Dustoxx L6: Sharp Member

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    Since the egypt textures and models are useable. I'm think of making this map egypt-ish. Shall i do it? And do i need to major change the layout foor the pilars and stuff?
     
  8. trainRiderJ

    trainRiderJ L5: Dapper Member

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    Personally, I love the way egypt looks. It reminds me of the Serious Sam games, which I really enjoyed. That said, I know a lot of people who think it doesn't fit with tf2. I disagree, but just keep that in mind.
     
  9. Phobos

    Phobos L3: Member

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    Yeah, the look of Egypt can work in TF2. It just needs to be more grounded in the 60's setting. Just make sure that you find good places to add spytech stuff. Opened tombs revealing computers; piles of gold and treasure with an intel case on top, maybe a skybox pyramid with it's top split open; revealing the dustbowl rocket etc.

    The central cp would certainly benefit from a set of pillars providing cover.
     
  10. Dustoxx

    Dustoxx L6: Sharp Member

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    Okay, i'm sure now that i am going for the egypt style. I've already changed the layout to fit it more.

    So erm, anyone got an idea to use blue and red in the egypt style?
    I was thinking of changing the little edges; found on: control points, wallsm etc. Like making them soft blue/red. So the color doesn't comes out to much.
     
  11. Dustoxx

    Dustoxx L6: Sharp Member

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    Made some good overview and tried making the control points egypt-ish.

    [​IMG]

    [​IMG]

    [​IMG]
     
  12. Dustoxx

    Dustoxx L6: Sharp Member

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    Last edited: Feb 26, 2009
  13. Dustoxx

    Dustoxx L6: Sharp Member

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    I've been thinking about the map name. And I didn't think it fits the map. Because it has actually nothing to do with overload.

    So i was thinking about a name and this is what was in my mind:
    Amarna ( some place in Egypt )
    Cairo ( some place in Egypt )
    Abydos ( Egypt's City of Osiris )

    Anyone has suggestions?:D
     
  14. Fogold

    Fogold L2: Junior Member

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    Cp_Thutmose (a pharaoh)
    cp_Kemet (a reference to the blackish land around the Nile)

    Just a couple :)
     
  15. NovaSilisko

    aa NovaSilisko L42: Life, the Universe and Everything

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  16. Phobos

    Phobos L3: Member

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    I would choose a name that goes well with the ruin textures/geometry. The name of a ruin site. Cairo is too modern for that, so Abydos sounds more fitting. Or, what about Thebes or Luxor as new contenders?
     
  17. Dustoxx

    Dustoxx L6: Sharp Member

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  18. GrimGriz

    GrimGriz L10: Glamorous Member

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    re: cp_overload_a1c

    I think for the MOST part...you could probably grab the whole map and do a transform 0.75. It seems too big to me.

    The part of the map between spawn and final point...these ledges seem too high. If they are meant to be too high without rocketjumping...I have to question why you would choose to make that area so hard to defend since it's pretty much at the last point.

    [​IMG]
     
  19. mtv22

    mtv22 L3: Member

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    I remember playing this one, and something seemed a little a-symmetrical about it. It was either one team got to the center faster or it wasn't exactly symmetrical...