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ctf_fishy_b6

#  Feb 10, 2009 at 1:04 PM
Join Date:
Dec 29, 2007
Post Count:
182
 
fishy 81630
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Specialty: Pyro
 
Another incarnation of a map that I released a while ago. For anyone that remembers b4, then you'll notice that the insides of the bases have changed very little, while the outside is now much smaller and really quite different. After a quick run around on it with some other people, I'm confident that the inside and outsude are now much better suited to each other in terms of size. The extra routes that have been added should also help cause fewer stalemates, so I'm a lot happier with this build than the previous.

pics;
http://www.invalid-brush.com/images/tf/b6_6.jpg
http://www.invalid-brush.com/images/tf/b6_7.jpg
http://www.invalid-brush.com/images/tf/b6_8.jpg
http://www.invalid-brush.com/images/tf/b6_9.jpg

download;
http://www.invalid-brush.com/maps/tf2/ctf_fishy_b6.zip

I know that there's a part of the skybox that looks odd (not the stars, they're meant to be like that ), and a few props that are either non-solid or start to disappear too soon. Any problems other than those I'd be glad to hear about.

cheers.
#  Feb 10, 2009 at 4:13 PM
Join Date:
Oct 25, 2007
Post Count:
200
 
wowbaggin 79261
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Steam ID: wowbaggin
 
ooh, cool. I vaguely remember playing on this a long time ago but never made the connection it was yours. Hah, are the cows new? Anyway, will give a run-through when I get home.
#  Feb 10, 2009 at 7:46 PM
Join Date:
Oct 25, 2007
Post Count:
200
 
wowbaggin 79261
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Steam ID: wowbaggin
 
Cool, played through it. I like the layout. I really dig the houses that double as entrances to the underground, and really like how you can take the underground route all the way from intel to intel. The cow band is cool too.

My main concern is the signage: I feel there could be more, especially as you enter the enemy base. Right now you're following the road, have to take a right when you get to the truck, then take another right to see the "Intel Sign" above that door. That's 180 degree turn with no signage. Signs in the underground would be nice too: I could see it being a bit confusing if you went underground via the houses and were trying to get to the enemy intel, hard to tell which way to go.
#  Feb 10, 2009 at 8:34 PM
Join Date:
Nov 08, 2007
Post Count:
600
 
snapplecap 80031
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Specialty: Soldier
Steam ID: snapplecap
GamerTag: SnappleCap
Clan: {TF2F} Community
SquigMember
 
hey I haven't seen this in a while...I still remember when we tested like b1 with 3 ppl
#  Feb 10, 2009 at 8:42 PM
Join Date:
Oct 09, 2007
Post Count:
3576
 
Big Lou 78077
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Specialty: Demoman
Steam ID: {TF2F} Big Lou
GamerTag: Real Big Lou
Clan: {TF2F} Community
Best MapFortcast ContributorSquigMember
 
Played around in it and I must say it's a big improvement over past incarnations.  I'm glad to see the middle has shrunk and looks very reminiscent of Badlands... which is a very good thing.  For easy reference, here are my comments in list form:

Pros:

- Incredibly detailed, very nicely designed.  A lot of thought went into the visuals, which always makes people happy.
- Good size and lots of corridors... should provide a lot of options and strategy.
- Middle is a whole lot less sniper/camp friendly.  Should be some pretty rough battles in there.
- Moving the capture zone next to the intel makes it a whole lot easier to pick up and play.

Cons:

- Some areas are a tad bit dark.  This could really make some classes (spy, pyro, demo) a little too campy and over powered.
- The cows really seem a bit off... they really don't have a place in the theme.
- It seems that scouts may dominate the intelligence with such a quick route to the underground tunnel.  There's no real incentive to take the intelligence through the base and it may prove too easy to escape with.
- As wowbaggin stated, there needs to be more direction.  Although it's a fairly simple setup, sometimes it'd be nice to see more team-colored arrows pointing you the way.

To be honest, I think this is one of the best CTF maps in TF2.  I'm very interested in seeing how it performs in a full server.  Perhaps we should get a map test on one of our servers... possibly even some PUG play after the test.  Also, in regards to the cows, I'd personally just delete them... they only distract from the nearly flawless design.  I've always loved the night scene, and you've really made it look great!
#  Feb 10, 2009 at 8:44 PM
Join Date:
Sep 18, 2007
Post Count:
2760
 
Savage-Alien 77215
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Steam ID: #tf2f <[][Savage Alien][]
Clan: {TF2F} Community
King AdminsSquigMember
 
Wow, Album and I were talking about this map just the other day.... No joke!
#  Feb 11, 2009 at 4:17 AM
Join Date:
Nov 15, 2007
Post Count:
1159
 
Milky 80328
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Specialty: Heavy
Clan: {TF2F} Community
Fortcast ContributorSquigMember
 
Quote:
Originally Posted by Big Lou

Cons:

- The cows really seem a bit off... they really don't have a place in the theme.


You've lost all credibility in my eyes.

Also, fishy do me a favor and put maps for d/l in the Custom Maps forum.
#  Feb 11, 2009 at 8:59 AM
Join Date:
Dec 29, 2007
Post Count:
182
 
fishy 81630
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Specialty: Pyro
 
My main worry, one that Lou also noted, is that the underground route from intel to intel is too direct, and will cause most of the play to concentrate along that route. I've added some ammo to help the engies there, but it's not every game that will have an engy playing so that route may be closed down again, forcing the intel to be brought to the surface, at least for a little bit, on it's way between bases.

Whether the cows stay or go will all depend on feedback. So far it's 1 v 1.

Lou, where are the dark areas? I've got my setting pushed up a little, so none of it looks dark to me.

Milky, the map upload page times out every time.
#  Feb 11, 2009 at 9:08 AM
Join Date:
Nov 15, 2007
Post Count:
1159
 
Milky 80328
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Specialty: Heavy
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Fortcast ContributorSquigMember
 
Don't worry about the actual uploader, just post all links and pics there the same as you did here.

Also,  Me > Lou, so it's really 2 v 1 right now.
#  Feb 11, 2009 at 9:11 AM
Join Date:
Oct 25, 2007
Post Count:
200
 
wowbaggin 79261
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Steam ID: wowbaggin
 
just a thought, and not necessarily a good one, but what if part of the underground route was only 1-way. Meaning you could either get in or out of the intel room through the underground, but would otherwise have to go through the base?
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Team Fortress 2


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