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cp_mountcoaster_v6

A Map for Team Fortress 2

3/1 I released version 6. It solved the problem that a map did not completely end with update. In addition, I increased a lot of signs, and a way became easy to find I changed it to leave the underpass to the backside of the mountain of 2R before CP. 1/22 I released version 5. * I improved a train and was able to take it. * I install a camera in the train and can look with a watching games mode. * I add a passage to 1R * I got possible to climb it from a drainpipe of 2R. * I largely changed the mountain of the 3R last. It was hard to defend a red team and changed it. 12/23 I released version 4. I heard a lot of comment and increased signpost which could guide a Control Point intelligibly. I did not put it in area of 3round in 2round. This is to prevent confusion. Even the person who played in this map for the first time got possible to arrive to Control Point. 12/16 I released version 3. This version is the version that kept the balance to play as it is without shortening respawntime. If time is short, red becomes advantageous and thinks that blue cannot win with 30-32 people. 12/10 I took in various opinions and made version2. 1. I built a building at the first blue position. and added ControlPoint to it.With it, the blueteam respwnarea moved to the Eastern bloc. 2. The first round made two bypaths. 3. The second round made the passage which fell out in the East of the mountain. With it, I moved the third round blueteam respwnarea position. 4. Made a 3D skybox, and a background came to be displayed 5. I made a lot of signboards not to lose its way. The signboard that the blue team is blue. The signboard that the red team is red. I arrive at the destination if I search it. In addition, I largely change it. I play afterward, and please check it. 12/1 It is the map which it made for the first time. Please play. Please be careful about a roller coaster.

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  • 10y
    dertend2000 avatar
    dertend2000 Joined 11y ago
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    I revised it. I got possible to get on a train at last. Because I installed the camera, please enjoy a roller coaster.
    DIODIO
  • 11y
    Neo_Bahamut_19 avatar
    Neo_Bahamut_19 Joined 11y ago
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    Gonna give it a ride XD
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    Mantra
  • 11y
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    Kev_Boy Joined 13y ago
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    Notes: This is actually a good concept but it's very difficult to pull off and I probably wouldn't be able to do it myself. I suggest you look at lots of pictures of mountains/gorges/canyons because currently it looks like something out of Duke Nukem 3D.

    6

    In Verts We Trust
  • 11y
    AI|Chicky avatar
    AI|Chicky Joined 14y ago
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    37,209 points Ranked 107th
    So I played this map last night with a full server. I had mixed reviews. A few people really liked it but the vast majority felt that the map really had no direction. There are a lot of ways to get to any given point and thus, that caused confusion and a lot more people to feel unsure about it than to absolutely love it. Also, Red spawn in the 2nd area is a pain in the arse to get in and out of. Seems like people always get caught right there. Also seems as if there's a lack of directions from that spawn point too. I know I end up telling everyone to just run off the edge by B.

    8

    www.clan-ai.com avatar
    Mantra
    www.clan-ai.com
  • 11y
    dertend2000 avatar
    dertend2000 Joined 11y ago
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    Thank you The remaining problems are round 3. It becomes difficult that the blue team can arrive at the top when I defend top by SG and camping. I think that I raise a building on the red base of round 2 more. Then the reason is because it can aim with a sniper from there.
    DIODIO
  • 11y
    AI|Chicky avatar
    AI|Chicky Joined 14y ago
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    Well... this is much better. It definitely prevents people from getting UP the mountain when they haven't finished the area they are in. I did notice that once you get to the last area, you can get back down to the first area though. I'm sure that could be confusing for some. Much better. I'm going to give it a try on my server tonight and see what people think. Good work!

    8

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    Mantra
    www.clan-ai.com
  • 11y
    Is there any way to change your vote? After all the changes, I'd like to change mine from 7 to 9. It would be definite 10 if the wall textures looked better.

    7

    Bananite
  • 11y
    Excellent job Diodio, areas are blocked off, good signs. The ONLY improvement I could see for the signs is to add a "B" to the last point facing the train tracks. You have one facing section 2's B but one facing the tracks would be nice. Not a big deal though, I'm quite happy with the map as is. If there were some way to make the canyon/mountain wall textures look smoother, less repetitive, the map would be almost perfect IMO. Add in the fact that you're translating hammer AND our comments and listening to them, I think you're doing an outstanding job Diodio.

    7

    Bananite
  • 11y
    dertend2000 avatar
    dertend2000 Joined 11y ago
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    I'm sorry. I do not understand English. It is only Japanese. I have a hard time to use hammer very much because it is English text. It is very still pleasant that I make a map. I hope that everybody comments a lot. And I want to use it for version up. Please enjoy version 4.
    DIODIO
  • 11y
    Beta4: I like section 1 now, I think it's ok. There's still the possibility of confusion with red defending the wrong points for section 2. There's even a "B" sign at section 3's "A" point that needs to be changed for sure. As Chicky said though, it would be better if there was some way to segregate section 2 and 3 though so as to keep everyone working on the same points. Awesome job on the map though, keep up the good work!

    7

    Bananite
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DIODIO
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natto-sol
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dertend2000 Joined 11y ago
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dertend2000
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Category

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Version
6.0

Attributes

Miscellaneous
Players
24
Development State
Final/Stable

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  • 2,990 Downloads
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  • 47 Posts
  • 11y Submitted
  • 10y Modified
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