CTF Retreat b1

a CSF map by MangyCarface

  1. MangyCarface

    aa MangyCarface Mapper

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    CSF Retreat (capture some flags) features a fast-paced flag race set among the abandoned-til-recently ruins of the Mann Bros' retreat destinations.

    There are 3 flags per team which must be captured sequentially to win. There is a 7s delay after capture before the next flag is made available.
    First flag has 10s return time, followed by 20 at B and 30 at C.

    Thank yous to all my testers, as well as Icarus for the awesome hud icons and Rexy for the Mann brothers statue; prestige, yyler, ym etc for advice; Frozen for testing and administrative help
     
    Last edited by a moderator: Jan 14, 2013
  2. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Shouldn't it be CSF? ;)
     
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  3. Sergis

    aa Sergis L666: ])oo]v[

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    you have to cap all the flags i believe so its CAF
     
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  4. Randdalf

    aa Randdalf

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    I definitely agree that this map is better than Estate, it felt a lot more direct, much easier to navigate around and very much fun to play. Whilst Estate felt very much like a maze, the more obviously linear layout works hugely in Retreat's favour. I urge you to use different skybox lighting than in Estate though :p.
     
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  5. Icarus

    aa Icarus

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    [​IMG]
     
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  6. Rexy

    aa Rexy The Kwisatz Haderach

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    Actually, I think you have to either democharge or deadringer the flag so it would be: DCoDRTF.

    All kidding aside, this map was so much fun last night. Looking forward to more.
     
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  7. ssttevee

    ssttevee L1: Registered

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    Can you make a navmesh for this map please?
     
  8. MangyCarface

    aa MangyCarface Mapper

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    I could, but I really don't think the bots would know what the hell was going on (there're plr, ctf, ctfcp, and cp entities in the map) :(
     
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  9. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

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    So supersanviches comments about us winning the payload wasn't actually a joke afterall!
     
  10. owly-oop

    aa owly-oop im birb

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    hi mangy the gammode is 2 confusing i think u could improve it by adding 1 flag instead of 3 i think that be good ctf map?????????????????
     
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  11. HellJumper

    aa HellJumper

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    Nice try TF2 bots.
     
  12. ssttevee

    ssttevee L1: Registered

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    About that..... I used "nav_generate" and the bots know exactly what they are doing! I joined a team and I just stayed in godmode and watched as the bots went around and within minutes, a team had already captured one! :woot:


    If bots can figure it out, I think you can.....:closedeyes:
     
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  13. Icarus

    aa Icarus

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    well, what do you know, bots DO work here!
     
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  14. Trotim

    aa Trotim

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    bots worked on my weird cp variant too, they apparently don't have much trouble with changing objectives anymore because they only focus on one of the current ones anyway (but that makes them pretty bad on gpit or steel still)
     
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  15. PMAvers

    PMAvers L6: Sharp Member

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    Yeah, I just ran it for a few rounds on my server, and it plays bloody fast.

    Some people complained about sentries, but they were mostly dumb and trying to scoot-rushing the flag. The gun was quite happy to say "none of that nonsense." Sentries died a bit faster as the demos stopped trying to demoknight everyone and actually try to blow stuff up.

    Rather like that escape chute at the third point.
     
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  16. Prestige

    aa Prestige im not gay anymore

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    finish this man! it's pretty much as good as ctf is going to get. also release the entity setup soon, i got a layout ready. :eek:hmy:
     
  17. Moose

    Moose L6: Sharp Member

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    Do this. Gamemode is fantastic.
     
  18. Melvin D Engineere

    Melvin D Engineere L4: Comfortable Member

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  19. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

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    And so it began.
     
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  20. MangyCarface

    aa MangyCarface Mapper

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    Okay, beta 1 is uploaded and ready for testing; see the first page for further details.

    Note that I'm aware of the following 'issues' and haven't found a way to fix them yet:
    1. Several black patches on angular surfaces
    2. Texture seaming issues on RED's side
    3. Odd clipping onto underwater surfaces

    There are also several intentional differences between the two sides that I probably will not be fixing, and soundscape design is really half-assed at the moment.

    I think this is the map I'm most proud of, but I'm not proud of how long it took me to detail it :p
     
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