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cp_silo_c-alpha

#  Jan 27, 2009 at 9:26 AM
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Jul 11, 2008
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Utter Nutter 86553
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Specialty: Medic
Steam ID: Cames99
Clan: EU division (Not TF2F)
 
Just to point some thing out there

2.3 million sq feet of playable space

Thats dowload and framerate hell isn't it plus really un competetive until your in 32 men servers. I'll download it but i fear that what i said will be right
#  Jan 27, 2009 at 10:09 AM
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Jan 27, 2009
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bricksolid 89269
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I dont think its too bad, but then again im the one who made it. Anyways when you play it, please post where you think it should get smaller/change to make it faster travel time.
#  Jan 27, 2009 at 10:24 AM
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Jan 11, 2008
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SgtSocks 82066
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Okay, I looked through your map- and here's my 2 cents.  Remember that this is just my opinion, and don't take it too personally.

I played through the map by myself on blu- the first thing I noticed was that the atmosphere in the blu spawn was great- the second thing I noticed was the amount of HL2 textures you used.  I know you said that you based it off of black mesa, but that doesn't mean it has to be textured like it- seriously, you should get rid of pretty much all of the hl2 textures- it really takes away from the look off the map

CP1 was... a giant choke point. As far as I could see, there was only one door into the cp room that was remotely usable for blu, and it made a big whirring sound when it opened- not good for scouts, and that door is going to be camped a ton- you should think about adding a second, or ever third door that is accesible to blu (that room using the cs_office glass doesn't count as an entrance).

After cappng point 1 I got lost...not a good sign.You need larger signs leading into cp2, or to block off the pathway to red spawn after the cp is capped- I ran right past the door.

CP2 suffers from the same problems as 1- its very much a big choke point, with the stairs being the only viable entrances.

the living quarters looked promising at first- I saw a bunch of entrances on two different vertical levels- but then, after looking around, I realized that most of it is wasted space. after I capped the point, I ran around for a good 3 minutes trying to find the exit.

cp4 was decent enough- a little prone to snipers I'd think, but otherwise decent, I guess
 
cp5... I actually can't remember this point at all, so I can't comment- the fact that I can't remember it might say something though.

as for cp6- I GOT LOST. AGAIN. Seriously. That silo is confusing- and HL2 textured
the cp itself was really good actually- that spy in the window was quite possibly the coolest thing in your map- I don't know why, he was just cool.

So in general, other than finishing texturing, I'd say you need to replace most of the HL2 textures, change the layouts to cp's 1 and 3, and add some flow and direction to the map, which likely means cutting down on mapsize- its just too damn big.

#  Jan 27, 2009 at 10:37 AM
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Jan 27, 2009
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bricksolid 89269
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Hey thanks for the feedback. I was thinking about putting another door at the begining, but I would still like to see how it will work. Also im not sure what you mean about retexturing out of the tf2 stuff. I dont see anything else i could use from tf2. I also understand how people can get lost it is big, but i really dont know how else i can tell people with out putting signs every 5 feet. Then cp2 do you think the choke point is getting to the cp itself/inside, or the stairway and hallway? I want to redesign the silo, so that is the major way to get up, I know its going to be confusing. Then about making the map size smaller, can you give a point where you think its just too big? is it in round 2 or 3?

Overall thanks for your feedback, ill take some of ur suggestions into consideration. I still would just like to atleast play 1 full round with 24 players.
#  Jan 27, 2009 at 5:22 PM
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Milky 80328
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Do not post maps for download in this forum, post it in the Custom Maps forum.
#  Jan 31, 2009 at 1:42 PM
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Oct 12, 2007
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kankle king 78269
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Steam ID: b_myne
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This map looks cool, gonna run throught it later today

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Team Fortress 2


2 Guys 1 Kill: {TF2F} FlyingPenguin - (102 kill assists)
Captures Blocked: Nimbli Bimbli - (26 captures blocked)
Dominator: {TF2F} Bitch Nasty - (25 dominations)
Flags Captured: Corporal Clegg - (11 flags captured)
Flags Defended: MechaEdd - (12 flags defended)
Physician Assisted Homicide: {TF2F}SME®BUI©K - (271 medic kill assists)
Points Captured: {TF2F}SME®BUI©K - (30 points captured)
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Can You Dig It?: {TF2F}.TüRb!NE. - (3 kills with shovel)
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