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Author Topic: ctf orange_z  (Read 1790 times)
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Stu
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    « on: March 05, 2009, 08:13:11 AM »

    Basically i had this idea quite a while ago (when i was shit @ hammer). Now i've been messing around with it for a bit, i decided to put forward this idea to you all, and ask for your opinions:
    (apologies for the bad handwriting, i'm left handed)
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    Foodz
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    « Reply #1 on: March 05, 2009, 01:29:39 PM »

    your handwriting beats mine. I write like I'm having a seizure. stupid dyslexia/dysgraphia.
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    3xtacy
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    « Reply #2 on: March 05, 2009, 01:30:45 PM »

    I like the layout; it is simple yet original.  However, I think it is a bit too simple.  This idea is also a bit too vague for my liking.  I don't quite understand how one is able to maneuver through the map, and get to the other team's base.  From this drawing I would be unable to advise you as to whether or not walking is too long or both sides should be the same.  I would recommend creating a basic beta to be released so that we can test your ideas first hand.  Also, to fit in with the theme of 'orange', I would recommend making it day.  I would add lots of logos around the base, but not many around the map.  They can be distracting or take away from the creativity of the textures or construction of the map.  

    Overall, the layout looks great, and you have obviously put a lot of thought into this.  It is hard to advise you of certain aspects of your map because the information you seek is mostly about gameplay.  Create a beta and I will gladly help you further.

    Hope this helps <3.
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    Stu
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    « Reply #3 on: March 05, 2009, 01:37:44 PM »

    Quote from: 3xtacy
    I like the layout; it is simple yet original.  However, I think it is a bit too simple.  This idea is also a bit too vague for my liking.  I don't quite understand how one is able to maneuver through the map, and get to the other team's base.  From this drawing I would be unable to advise you as to whether or not walking is too long or both sides should be the same.  I would recommend creating a basic beta to be released so that we can test your ideas first hand.  Also, to fit in with the theme of 'orange', I would recommend making it day.  I would add lots of logos around the base, but not many around the map.  They can be distracting or take away from the creativity of the textures or construction of the map.  

    Overall, the layout looks great, and you have obviously put a lot of thought into this.  It is hard to advise you of certain aspects of your map because the information you seek is mostly about gameplay.  Create a beta and I will gladly help you further.

    Hope this helps <3.


    Thanks for the info. Atm im just getting the layout of the map sorted first then i can attach associated bells and whistles to release a beta. Although it would be wise of me to say im not working to any kind of schedule whatsoever so i honestly cant say when the beta will be out.

    Also about manoeuvring: There is the main walkway that connects the two bases, there is a walkway that connects the two underground intel rooms together, there is also a passageway from underneath a teams sniper platform to the other teams intel. I put these here because, too often on ctf maps, there is only one maybe two ways to the intel, which means that strategic sentry building will basically stalemate an entire game. Im trying a solution, whereby there are 3 ways to the intel and a quick getaway back to the base. This means the only real place to build sentries is the intel room, which can of course be attacked from 3 different directions. It probably means that a team effort from these entrances would be needed to take out the sentry farms that pop up around the intel during the game. Which you all just lost Smiley

    Edit: major design fart i noticed (early on, thank god) is that TD will normally have 32 players on a good day. Its going to be a bit tricky gettting the balance bewteen not having too far to run and not having 32 players on top of each other, which i know gets old quickly.
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    3xtacy
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    « Reply #4 on: March 05, 2009, 02:45:50 PM »

    Quote from: Stu
    Quote from: 3xtacy
    I like the layout; it is simple yet original.  However, I think it is a bit too simple.  This idea is also a bit too vague for my liking.  I don't quite understand how one is able to maneuver through the map, and get to the other team's base.  From this drawing I would be unable to advise you as to whether or not walking is too long or both sides should be the same.  I would recommend creating a basic beta to be released so that we can test your ideas first hand.  Also, to fit in with the theme of 'orange', I would recommend making it day.  I would add lots of logos around the base, but not many around the map.  They can be distracting or take away from the creativity of the textures or construction of the map.  

    Overall, the layout looks great, and you have obviously put a lot of thought into this.  It is hard to advise you of certain aspects of your map because the information you seek is mostly about gameplay.  Create a beta and I will gladly help you further.

    Hope this helps <3.


    Thanks for the info. Atm im just getting the layout of the map sorted first then i can attach associated bells and whistles to release a beta. Although it would be wise of me to say im not working to any kind of schedule whatsoever so i honestly cant say when the beta will be out.

    Also about manoeuvring: There is the main walkway that connects the two bases, there is a walkway that connects the two underground intel rooms together, there is also a passageway from underneath a teams sniper platform to the other teams intel. I put these here because, too often on ctf maps, there is only one maybe two ways to the intel, which means that strategic sentry building will basically stalemate an entire game. Im trying a solution, whereby there are 3 ways to the intel and a quick getaway back to the base. This means the only real place to build sentries is the intel room, which can of course be attacked from 3 different directions. It probably means that a team effort from these entrances would be needed to take out the sentry farms that pop up around the intel during the game. Which you all just lost Smiley

    Edit: major design fart i noticed (early on, thank god) is that TD will normally have 32 players on a good day. Its going to be a bit tricky gettting the balance bewteen not having too far to run and not having 32 players on top of each other, which i know gets old quickly.



    I agree that not scheduling is a great idea.  Instead, I would recommend simply notifying people of ideas to get feedback, and posting updates to the map (in development or construction).  This way, we won't be expecting something, but it will generate some enthusiasm towards its release.

    Also, I have noticed on every 'orange' map that there are wide open spaces through which teams must travel.  I am not saying you should adopt this layout, but considering you may want to accommodate for many players, it may be best to make the spaces fairly wide.

    Remember to stay original, though, and try to develop something special that makes players notice your map.
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    Stu
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    « Reply #5 on: March 05, 2009, 03:09:56 PM »

    Quote from: 3xtacy

    I agree that not scheduling is a great idea.  Instead, I would recommend simply notifying people of ideas to get feedback, and posting updates to the map (in development or construction).  This way, we won't be expecting something, but it will generate some enthusiasm towards its release.

    Also, I have noticed on every 'orange' map that there are wide open spaces through which teams must travel.  I am not saying you should adopt this layout, but considering you may want to accommodate for many players, it may be best to make the spaces fairly wide.

    Remember to stay original, though, and try to develop something special that makes players notice your map.


    The problem with orange maps is that there are too many open spaces i reckon. Atm, im planning to implement the main connector as the sniper alley, whereas the underground bits can accomodate heavy's, pyros, scouts and demomen. Im trying to get a bit of variety in terms of open space and enclosed areas, but walling up all the underground bits for both sides of the map is such a fucking pain in the ass.
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    « Reply #6 on: March 05, 2009, 04:04:19 PM »

    Hum looks good. What you are saying make me think about that: http://www.youtube.com/watch?v=LqVVoxeWaXU

    I just noticed that youtube removed the sound... arg,
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    Stu
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    « Reply #7 on: March 05, 2009, 04:15:18 PM »

    Alpha map is up. I know this is a long way off from being shipped to the masses but this will be the final layout of the map if no one has any problems. If theres something you feel should be changed about the layout, please make yourself known soonish because ill be starting to fill the map with the necessaries like spawn points, health, intel etc. (protip, pic below is a .zip file. Open it with your favourite zip file opener (winzip, RAR, 7z etc) and copy the orange_z.bsp file out. It wont let me attach it to this post in .bsp format for some reason...
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    3xtacy
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    « Reply #8 on: March 05, 2009, 05:05:06 PM »

    >.< taking forever to update tf2... Will edit once I see it.


    Edit:  Was better than I expected.  Thanks for giving us a 3d blueprint.  I won't bother talking about the minor details considering its a rough draft of the actual map.  Overall I think the space is nice, but a few more obstacles would be good too.  You may also want to somehow indicate the difference between the two bases (with color, logo, structure, anything really).  However, I think this map will be fun.  I look forward to a more complete version of the map.  Until then, good luck and have fun : ).

    <3.
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    Stobbin
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    « Reply #9 on: March 05, 2009, 05:36:57 PM »

    http://www.mediafire.com

    Upload it there and gives us thes links.
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    Stu
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    « Reply #10 on: March 06, 2009, 04:48:05 AM »

    Quote from: 3xtacy
    >.< taking forever to update tf2... Will edit once I see it.


    Edit:  Was better than I expected.  Thanks for giving us a 3d blueprint.  I won't bother talking about the minor details considering its a rough draft of the actual map.  Overall I think the space is nice, but a few more obstacles would be good too.  You may also want to somehow indicate the difference between the two bases (with color, logo, structure, anything really).  However, I think this map will be fun.  I look forward to a more complete version of the map.  Until then, good luck and have fun : ).

    <3.


    Thanks for the input Smiley And yeah ill put in some obstacles, base indications etc plus ill sort out the minor details like blocks and textures not properly aligned and shit. But thats for the beta Wink

    Also for you stob heres the mf link:
    http://www.mediafire.com/?jllhmxzm4mu
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    « Reply #11 on: March 06, 2009, 11:19:50 AM »

    Hate to break your spirit Stu, but there appears to be a map named orange_z already.  Its a control point map though...  http://www.fpsbanana.com/maps/52672

    That's bound to happen with over 9,000 custom maps floating around out there.  You might want to rename it though.
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    Mr.MiYuggi
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    « Reply #12 on: March 06, 2009, 11:37:09 AM »

    yeah go canadian and call it orange_zed
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    « Reply #13 on: March 06, 2009, 11:43:07 AM »

    Quote from: Mr.MiYuggi
    yeah go canadian and call it orange_zed



    huh what?
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    Mr.MiYuggi
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    « Reply #14 on: March 06, 2009, 11:46:30 AM »

    @boba:well candians pronounce z as "zed" correct?

    but about the map i really like that layout you have stu, especially when you play the version you have right now, i like that there's not only alot of open space to move around, but the fact that it's floating so falling death will happen alot on this map. so far i like it alot
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    Stu
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    « Reply #15 on: March 06, 2009, 11:50:08 AM »

    Quote from: Stobbin
    Hate to break your spirit Stu, but there appears to be a map named orange_z already.  Its a control point map though...  http://www.fpsbanana.com/maps/52672

    That's bound to happen with over 9,000 custom maps floating around out there.  You might want to rename it though.


    I know there is lol, i thought i could work around it by calling it ctf orange_z instead of cp orange_z. Still,

    FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU-

    Quote from: Mr.MiYuggi
    @boba:well candians pronounce z as "zed" correct?

    but about the map i really like that layout you have stu, especially when you play the version you have right now, i like that there's not only alot of open space to move around, but the fact that it's floating so falling death will happen alot on this map. so far i like it alot


    Oh you wont be able to fall off the map, with my clever use of player clips. Also if anyones seen the alpha i made (see above) then you might remember the ramps that go to a thingy above the spawn room/base. I took these out because there's not really enough to do up there (really bad sniper angle etc) so i took off the ramps and closed the roof off.
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    « Reply #16 on: March 06, 2009, 11:56:44 AM »

    fixed the double post
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    « Reply #17 on: March 06, 2009, 11:57:33 AM »

    intsead of one letter make it spell piss

    and it shall be called

    orange_piss
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    Boba fett
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    « Reply #18 on: March 06, 2009, 01:30:10 PM »

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    Stobbin
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    « Reply #19 on: March 06, 2009, 02:06:39 PM »

    ROFL stafford.
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    « Reply #20 on: March 06, 2009, 02:07:05 PM »

    Quote from: StaFForD
    fixed the double post


    and followed it up with a double post
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    Mr.MiYuggi
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    « Reply #21 on: March 06, 2009, 03:44:02 PM »

    Quote from: Boba fett
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    Stu
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    « Reply #22 on: March 06, 2009, 03:45:36 PM »

    TBH, orange_zed might be a better idea. Dont want people getting confused about that shit. Btw, done with the doors, spawn rooms and shit, just got to start placing obstacles and cover. I probably wont do this till tomorrow though cuz my missus is staying round :3
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    « Reply #23 on: March 06, 2009, 03:46:40 PM »

    Quote from: StaFForD
    intsead of one letter make it spell piss

    and it shall be called

    orange_piss


    Hahahaha definitely call it that.
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    Stu
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    « Reply #24 on: March 06, 2009, 04:30:00 PM »

    Also JW, because theres such a small gap between the 2 intel rooms, should i include a setup time or something for people to sort out their shit before the round starts?
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    « Reply #25 on: March 06, 2009, 04:46:47 PM »

    Quote from: Stobbin
    Quote from: StaFForD
    fixed the double post


    and followed it up with a double post


    you would...

    ill let it slide this time
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    Stu
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    « Reply #26 on: March 07, 2009, 12:34:19 PM »

    Gentlemen, let me announce ctf orange_piss beta:
    http://www.mediafire.com/?w0o5m0zzikg
    Have a go on it, tell me what you think and ill see what i can do.
    Also, 1000 internets to Stob for providing the truly epic TD logo. Thanks brah.
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    3xtacy
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    « Reply #27 on: March 07, 2009, 02:35:53 PM »

    Hmm..  I think it would be better to rework where the intelligence is.  The upper level is entirely unneeded as both intelligence rooms are simply a hallway away.
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    Stu
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    « Reply #28 on: March 07, 2009, 03:09:52 PM »

    You reckon i should take out the middle hallway?
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    « Reply #29 on: March 07, 2009, 05:36:18 PM »

    now i think that the upper area is needed due to the fact that any engie could defend that hallway so no one could get through, so the upper battlements  are a nice way to be able to get around that. it makes it so the sentries won't be so invincible. only thing is i know it's a beta, but it would be nice to add some other stuff in the battlements so you're not just sniper fodder(i.e. some patrial walls, terrain height differences)just kinda fill up the open space a little bit
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    « Reply #30 on: March 07, 2009, 05:48:33 PM »

    Quote from: Mr.MiYuggi
    now i think that the upper area is needed due to the fact that any engie could defend that hallway so no one could get through, so the upper battlements  are a nice way to be able to get around that. it makes it so the sentries won't be so invincible. only thing is i know it's a beta, but it would be nice to add some other stuff in the battlements so you're not just sniper fodder(i.e. some patrial walls, terrain height differences)just kinda fill up the open space a little bit


    Exactly what i tried to accomplish with the passageway connecting the intel rooms. That areas going to be packed with sentries. Take out one way and you're left with just one really small choke point (access under the ramps) and voila, you have orange_2fort.
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    « Reply #31 on: March 07, 2009, 05:59:09 PM »

    One uber could probably take out all the sentries since they are in a closed environment.  :3.  Just food for thought, it's your map : ).
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    « Reply #32 on: March 08, 2009, 12:36:30 AM »

    Quote from: 3xtacy
    One uber could probably take out all the sentries since they are in a closed environment.  :3.  Just food for thought, it's your map : ).


    Depends on the uber though, because an uber heavy might just get knocked all the way back home by one of those sentry farms before he does any damage.
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    « Reply #33 on: March 08, 2009, 11:17:07 AM »

    Quote from: Stu
    Quote from: 3xtacy
    One uber could probably take out all the sentries since they are in a closed environment.  :3.  Just food for thought, it's your map : ).


    Depends on the uber though, because an uber heavy might just get knocked all the way back home by one of those sentry farms before he does any damage.



    Thus why one would learn not to uber a heavy Smiley.
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    « Reply #34 on: March 08, 2009, 11:31:20 AM »

    one uber taking out all the sentries is better than a stalemate
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    Stu
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    By 2050, 98% of our hurr will be durr.


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    « Reply #35 on: March 08, 2009, 11:34:58 AM »

    Quote from: LiquidSnake
    one uber taking out all the sentries is better than a stalemate


    This is very true. Also theres obstacles and shit in the way so its not a straight path from intel to intel.
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    Mr.MiYuggi
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    « Reply #36 on: March 08, 2009, 01:35:11 PM »

    that's true, i mean anything could be hiding behind all those walls
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    « Reply #37 on: March 08, 2009, 02:00:04 PM »

    THAT SPY IS A BLOODY SPY!
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    Stu
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    « Reply #38 on: March 08, 2009, 02:16:42 PM »

    The cake is a spy and the spy is a pie. Where is your god now?
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    3xtacy
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    <3333333333


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    « Reply #39 on: March 08, 2009, 07:03:57 PM »

    Quote from: Stu
    The cake is a spy and the spy is a pie. Where is your god now?


    If the cake is a lie then so is the spy.  If the spy is a lie then so is the pie.  

    By this statement:  0 = cake x spy x pie = god.  Cake = 0.  Spy = 0.  Pie = 0.  God = 0.

    God is a lie.
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    Stu
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    « Reply #40 on: March 09, 2009, 01:26:30 AM »

    Quote from: 3xtacy
    Quote from: Stu
    The cake is a spy and the spy is a pie. Where is your god now?


    If the cake is a lie then so is the spy.  If the spy is a lie then so is the pie.  

    By this statement:  0 = cake x spy x pie = god.  Cake = 0.  Spy = 0.  Pie = 0.  God = 0.

    God is a lie.


    Wrong, God could still be >0, as long as the cake the spy and the pie = 0. God COULD be a lie.
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    3xtacy
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    « Reply #41 on: March 15, 2009, 01:49:00 PM »

    Sooo.  How's this coming along?  Smiley
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    Stu
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    « Reply #42 on: March 17, 2009, 08:06:32 AM »

    Quote from: 3xtacy
    Sooo.  How's this coming along?  Smiley


    Slowly, its because there's not much to fix apart from textures and shit since the game logic and everything else is sorted out already but i've been waiting for any suggestions...
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    Bungie
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    « Reply #43 on: April 16, 2009, 09:34:31 PM »

    I suggest that you have 3 floors. under the middle floor have a basement floor that is a big open room with some cover in the corners and a tower that goes from bottom to roof in the middle with a CP that your team needs to control to cap the intel. you cannot build scent trees on it either.
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    Stu
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    « Reply #44 on: April 18, 2009, 06:20:58 AM »

    Wait, wut? Can you draw me a diagram or something?
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    Stu
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    « Reply #45 on: July 02, 2009, 02:29:54 AM »

    Not meaning to resurrect the dead, but im going to reskin orange_piss. I think the whole orange idea works for some maps but for most it sucks ass. So ill change the textures, add a bit of asymmetry and get a bit more of a definition between the 2 bases. Ill keep y'all informed.
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    « Reply #46 on: July 02, 2009, 03:31:02 AM »

    yay

    orange_piss lives!
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    Alfalfa
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    « Reply #47 on: July 02, 2009, 02:35:22 PM »

    Iv thought about editing/making my own Orange_x,just never got around to it.

    Called Orange_TD

    Possible features:

    *Stairs/elevator to Spawns
    *Invisible barrier to prevent spawn-camping.
    *More lights in spawn
    *High wall at final CP for cover/defense
    *More cover in "sniper" areas
    *Underground passage / a new area.
    *TD logo in spawns.
    *Easter egg room.


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    Quote from: Stobbin
    I've got to agree with Alfalfa on this.
    Stu
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    « Reply #48 on: July 03, 2009, 03:07:32 PM »

    Iv thought about editing/making my own Orange_x,just never got around to it.

    Called Orange_TD

    Possible features:

    *Stairs/elevator to Spawns
    *Invisible barrier to prevent spawn-camping.
    *More lights in spawn
    *High wall at final CP for cover/defense
    *More cover in "sniper" areas
    *Underground passage / a new area.
    *TD logo in spawns.
    *Easter egg room.




    That would be pretty cool. reckon you could do it?
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    Alfalfa
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    « Reply #49 on: July 04, 2009, 10:30:19 PM »

    Iv thought about editing/making my own Orange_x,just never got around to it.

    Called Orange_TD

    Possible features:

    *Stairs/elevator to Spawns
    *Invisible barrier to prevent spawn-camping.
    *More lights in spawn
    *High wall at final CP for cover/defense
    *More cover in "sniper" areas
    *Underground passage / a new area.
    *TD logo in spawns.
    *Easter egg room.




    That would be pretty cool. reckon you could do it?

    I would if Hammer WASN'T CONFUSING AS HELL.
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    Quote from: Stobbin
    I've got to agree with Alfalfa on this.
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    « Reply #50 on: July 05, 2009, 04:14:51 AM »

    Lol its not that bad, just takes a bit of getting used to. Also, google helps alot.
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    « Reply #51 on: July 10, 2009, 12:41:54 PM »

    Yes it does, maybe when summer school is done I might have some time to try and figure it out.
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    {TD}Dominator{RS} - The term Dominator generally refers to someone or something that exercises Domination.

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