Reverb

Discussion in 'Map Factory' started by Sub, Mar 25, 2009.

  1. Sub

    Sub L1: Registered

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    Well here it is, my debut map, Reverb.

    It is a payload race, meaning each team will push their own cart while defending the other team's cart. First team to push their cart to the last cap point wins.

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    May16th, 2009 Alpha 5 release

    -Overhauled the 2nd and 3rd points, by adding a house, walls, and pipes.
    -Created setup time. The map is divided in 2 by an invisible wall for setup time to allow engies to build and medics for ubers.
    -Added a trainwatcher HUD that more or less acts for both carts.
    -Fixed the flashlights on each cart to correct colors.

    [​IMG]
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    [​IMG]

    April 24th, 2009 - Alpha 4 release

    -Added a completely new area surrounding the 2nd capture point.
    -New area accessible through spawn, drop-down building, and planks from the 2nd point.
    -Fixed the directional signs when the 1st point is capped. They now go down when the cart approaches them again.
    -Added boxes so spies and other players can crash a camping sniper's fun in the nest.
    -Added more stairs in the 2nd point.

    April 14th, 2009 - Alpha 3 release

    - Made the respawns an unbuildable place.
    - Kind of fixed the carts.
    - Added cover from snipers.

    April 9th, 2009 - Alpha 2 release

    - Doors added to spawns.
    - Fixed a glitch where the carts would get stuck at the 2nd cp.
    - Added a engineer friendly area towards the last cp.
    - Split the middle house in two, so that it's not so open.
    - Stairs added to the 2nd point.

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    April 4th, 2009 - Alpha 1 release

    Track train entities complete, as well as respawns. The cart is still a bit buggy. You can get stuck on it easily and if you ride it you can get stuck on platforms.

    Download link now available!

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    April 1st, 2009

    Alright, so I've updated the map a little bit. I've added support beams and flooring to the floating track props and fixed ALL leaks (feels good to have that done). Here's some screens:

    [​IMG][​IMG][​IMG][​IMG]

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    March 25th, 2009

    I'm almost done laying out the track. Once that's done all that's left to do is put up all the entities and final touches.

    More screens to follow.

    Enjoy!
     
    Last edited: May 20, 2009
  2. Fearlezz

    Fearlezz L10: Glamorous Member

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    Seems interesting. I'll keep watching this.
     
  3. Zanpa

    Zanpa L4: Comfortable Member

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    How do you plan to have the two carts moving ?
    Using CP's like this other map ?

    Now, Valve just HAVE to release their dual-PL and the SDK stuff that goes along.
     
  4. pl

    pl L5: Dapper Member

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    @Fearlezz: I will too. Sounds interesting having a payload race - I wonder how this will play?
     
    Last edited: Mar 25, 2009
  5. Hellfire

    Hellfire L9: Fashionable Member

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    dont you think when one team (for ex.) kills other at the beginning and has a 15-20 sec. handicap there will be no chance for the other team to catch up. first team who takes lead=winning team
     
  6. Sub

    Sub L1: Registered

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    Thanks for the interest.

    Zanpa, yes the cart will move as a cp. I hope Valve releases that dual-PL soon!

    Nipet, each track will travel in front of the opposing team's respawn area making it easier to defend. Plus respawn times would be adjusted accordingly.
     
  7. Hellfire

    Hellfire L9: Fashionable Member

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    wont belive before i see it))))

    but god i hope youll balance everything nice
     
  8. Owlruler

    Owlruler L12: Fabulous Member

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    wow, since the scout update, theres been a sudden burst of dual paayload maps.

    Anyway, looks nice so far.
     
  9. Sub

    Sub L1: Registered

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    Thanks.

    I did, however, come up with the idea before the scout update. :closedeyes:
     
  10. Sub

    Sub L1: Registered

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    *Updated* :thumbup1:
     
  11. kankle_king

    kankle_king L4: Comfortable Member

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  12. Sub

    Sub L1: Registered

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    It's not ready yet. :sleep:
     
  13. Sub

    Sub L1: Registered

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    Download link released!
     
    • Thanks Thanks x 1
  14. Sub

    Sub L1: Registered

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    Alpha 2 release. :blink:
     
  15. kankle_king

    kankle_king L4: Comfortable Member

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    The carts get stuck in eachother if they pass :\ Good idea though
     
  16. Sub

    Sub L1: Registered

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    Have you downloaded the most recent version? Could you be more specific on where it happens? Post a screen if possible.

    Thanks. :)
     
  17. taraph75

    taraph75 L1: Registered

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    I tried to playtest this map on my payload rotation server (tf2newbs.com). People seemed to like it, but at or near the end, it crashed. However, I'm not sure if it was the map or the server. I'd like to try it again though.
     
  18. Sub

    Sub L1: Registered

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    Thanks for downloading my map and playtesting it.

    I've recently playtested a few times on the Twisted Network servers and it went smoothly with no crashes. I'm afraid it may be your server. :/

    I'm currently working on a large update (alpha 4) which should be out by tomorrow afternoon. Try downloading the new version and see if it keeps on crashing.
     
  19. taraph75

    taraph75 L1: Registered

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    OK, I'll do that, thanks.
     
  20. Sub

    Sub L1: Registered

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    Alpha 4 release!

    Big update this time, guys. Check main post for details.