Supercollider

Discussion in 'Map Factory' started by Freyja, Jul 16, 2010.

  1. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    TF2 meets particle physics.
    Aly meets 5cp.

    'nuf said.

    Special thanks: Boojum Snark, Stink Horse, Pc_Madness, Rexy.
     
    Last edited: Jul 13, 2011
  2. zpqrei

    aa zpqrei Theme Changer Extraordinaire

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  3. Void

    aa Void Local Man Unable To Map, Sources Say

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    I want to make custom content for this.

    Oh, can I make custom content for this?

    Looking good like it should!™
     
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  4. Tekku

    aa Tekku

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    Oh please don't turn into a new *Insert mappers name here* who doesn't finish previous maps D:

    Although from the small testing, i liked it, even if there weren't rocks.
     
  5. Randdalf

    aa Randdalf

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  6. nik

    nik L12: Fabulous Member

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    you need to disable shadows on some of those trees D:
     
  7. Flame

    aa Flame

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    i can tell you without playing it that your spawn exits on point one are placed poorly, move the cap point up a little bit, put the spawns up top on the ledge and put up a smallish barrier so spawncamping isnt so easy when capping last.

    your middle point seems forced, almost as if you really wanted to use that radio transmitter thing but didnt know how to incorporate it. people like to jump onto points, aka not hit walls on their way in and demomen will just destroy what you have there

    point two looks fine from a screenshot but a little elevation never hurt anyone

    edit: looks like a REALLY good start. let me know if you need any help/testing
     
    Last edited: Jul 16, 2010
  8. Languid

    Languid L5: Dapper Member

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    Move spawns on last somewhere else. At the moment every attack on last will include spamming into the spawn exits IMO. I like what I see of second, reminds me of badwater in a way. You said you were having trouble with mid in chat, and it shows at the moment. Try and think of something new, but at the moment the map looks interesting enough.
     
  9. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    The spawn has three exits. One on each side side from the bottom, and one up top behind the crates.
     
  10. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    You can't have this name. This name can only be used for a PLR map where you have to ram the carts in a circle.

    Sorry.
     
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  11. Dr. Kukri

    Dr. Kukri L1: Registered

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    I like the look of it so far. Though it has to have explosions. Lots of them. Or a black hole, either way.
     
  12. Lancey

    aa Lancey Currently On: ?????

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    Supercollider? I barely know her!

    And then Aly made supercollider.
     
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  13. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    That spot between the crate the the accelerator where you can get stuck still exists. Also the spawns at the middle could use a sign, or perhaps a location tweak so it's more obvious which way you go.
     
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  14. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    Make the logs that define cap zones nonsolid.
     
  15. Lancey

    aa Lancey Currently On: ?????

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    These hazard stripes are a mapping sin. Use the TF2 ones.
    [​IMG]

    Clip the edges of these logs so you can walk up them
    [​IMG]

    The supercollider isn't playerclipped!
    [​IMG]
     
  16. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    The tf2 hazard stripes don't tile, and the HL2 ones arn't exactly very "detailed".

    I see no problem.
     
  17. Rikka

    Rikka L5: Dapper Member

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    Didn't you swear to never to work on another symmetrical map?
     
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  18. Ninjilla

    Ninjilla L7: Fancy Member

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    I too like the look of the HL2 hazard stripes.
     
  19. Lancey

    aa Lancey Currently On: ?????

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    I hate them. It's the reason that I hate Gorge so much. The TF2 strips tile if you use them properly but take some practice to get used to. If they're really that much of a problem, though, I suppose it would be helpful if I made a tiling TF2 strip texture.

    And speaking of Gorge, add some color to your bases and fix the forward spawns. Every time I respawned I ended up walking back to my own base. If they could be told apart, it would help reorienting new players ASAP.
     
  20. Seba

    aa Seba DR. BIG FUCKER, PHD

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    I got some serious lag at CP2/4; may be because it's kind of open and the entire area can be seen from the path from mid... Then again I was lagging like hell today.