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Alaska

Discussion in 'Map Factory' started by zpqrei, Jan 10, 2010.

  1. zpqrei

    aa zpqrei Theme Changer Extraordinaire

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    ALASKA (CTF)
    (ctf_alaska_b5)

    Gametype: Standard CTF
    Players: 2-24 (32 max)
    Author: Tom "zpqrei" Pritchard
    Contributors:
    • Frazer "Midget31394" Grant
    • David "Selentic" Simon
    Thanks:
    • Anton "DaBeatzProject" Lecock
    • Billy "MrBlob" Hicks
    • Dario Casali
    • Aidan "Owlruler" Currah
    • Aaron "Psy" Garcha
    E-mail: Here
    Version: Beta 5
    Download: Link
    Pictures: #1 #2 #3 #4
     
    Last edited: Jul 2, 2010
  2. Dustoxx

    Dustoxx L6: Sharp Member

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    first entry? :D

    looks like a nice start!
     
  3. zpqrei

    aa zpqrei Theme Changer Extraordinaire

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  4. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

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    Does it have the 4 Required novint stuffz?
     
  5. zpqrei

    aa zpqrei Theme Changer Extraordinaire

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  6. YM

    aa YM LVL100 YM

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    It doesn't neeeeed them until the final version submitted at the deadline.
     
  7. zpqrei

    aa zpqrei Theme Changer Extraordinaire

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    Good, that's what I thought :)

    I'm trying to keep my alphas as small (filesize) as I can.
     
  8. lana

    aa lana Currently On: ?????

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    The location of the intelligence seems illogical, other than to have two flags on opposite sides of the map, and it's very easy to turtle.
     
  9. Fireman

    Fireman L4: Comfortable Member

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    Mid size seems alright, though it would be nice if there were was some way to get from the water up into the buildings that didn't involve going back into the bases.

    The bases themselves are wayyy too big. If this were a cp map, they could easily hold two or so separate cap zones. Condense each teams area, and move the metal and health right by the flag, no need to make it easy for people to sentry camp there.
     
  10. lana

    aa lana Currently On: ?????

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    I recommend removing the ammo at the intelligence entirely.
     
  11. Dustoxx

    Dustoxx L6: Sharp Member

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    i was thinking of this

    [​IMG]
     
    • Thanks Thanks x 2
  12. The Gentlemanne

    The Gentlemanne L4: Comfortable Member

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    it would be a great use of those Novint Crates. :D
     
  13. Drexer

    Drexer L2: Junior Member

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    This. Perhaps a bunch of crates/barrels near a wall that any class could use to jump back up in 2 seconds?

    I have to say, besides the huge size, I greatly dislike those sewer-like tunnels leading to the mid. They end up giving a very similar vibe to the 2fort sewers, and they are basically an incarnation of the whole superfluous distance of the map.

    And I fully support an opening in the shack near the intel, so that any demoman can lay waste to everything beyond it.

    Then, there's the smalls things that you've heard a thousand times already:

    -Too big
    -Need a deeper part on the water(I recommend to a side of the central bridge, one for each team).
    -Too big :p
     
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  14. zpqrei

    aa zpqrei Theme Changer Extraordinaire

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    ALASKA (CTF)
    (ctf_alaska_a2)

    Gametype: Standard CTF
    Players: 2-16 (32 max)
    Author: Tom "zpqrei" Pritchard
    Contributors: Tim "YM" Johnson
    Thanks: Anton "DaBeatzProject" Lecock, Frazer "Midget31394" Grant
    E-mail: Here
    Version: Alpha 2.
    Download: Link

    Changelog:

    10th January 2010: Alpha 2.
    • Added heath under the middle bridge.
    • Removed little barriers and non-team colour-sided barriers on mid.
    • Made battlement sniper nest room bigger to make map simpler.
    • Made various health/ammo changes
    • Made water cheap to improve FPS.
    • Added ramp from water to mid houses.
    • Added route via crates from outside to intel with new window.
     
    Last edited: Jan 10, 2010
  15. Boonsaw

    Boonsaw L1: Registered

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    As has been said a countless amount of times, it's too long, and IMO, a bit narrow.

    Also, sorry for nitpicking, but this annoyed me to no end:
     
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  16. zpqrei

    aa zpqrei Theme Changer Extraordinaire

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    Ah yes, I will fix that.

    EDIT: 900th post :D
     
    Last edited: Jan 10, 2010
  17. Drexer

    Drexer L2: Junior Member

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    Oh, and one of the spawn exits, has a small alcove to its left. Could you remove that, at least that way it's sure that no sneaky spy shall go there and spawn-knife people who just waited n seconds to respawn
     
  18. Jindo

    Jindo L3: Member

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    The map seems to work well, but there were a few navigation issues among players and nobody was coming in to contact with enemies until we reached 8v8.

    Not too much to say about the map just yet, but it looks promising!
     
  19. Owlruler

    Owlruler L12: Fabulous Member

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    If you can get a3 out by the end of today, I expect this map to be finished by the end of the month.
     
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  20. martijntje

    martijntje L8: Fancy Shmancy Member

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    how can you be so fast? I am not even done blocking out my design, let alone have a first alpha.