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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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  • 11y
    AI|Chicky avatar
    AI|Chicky Joined 14y ago
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    Posted by SL1CK Very bad English.
    Cut him some slack... English isn't his first language. (or even his second....) As for the beta4 map - checked it out and it's a bit better with the large fence after you've captured the first area but that doesn't continue for the areas between 2 and 3. You need to block off each area from each other otherwise people just head to the top either to snipe, sticky or rocket people as they spawn or because they're not smart enough to know they can't capture points up there yet.

    8

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    Mantra
    www.clan-ai.com
  • 11y
    SL1CK avatar
    SL1CK Joined 11y ago
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    Very bad English.
    Spy sappin' ma sandwich! avatar
    Mantra
    Spy sappin' ma sandwich!
  • 11y
    Arigata avatar
    Arigata Joined 13y ago
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    Pros: Good atmosphere and well-considered gameplay. Cons: There are still some bugs of textures and props. Find and fix them asap. Improvements: Nothing especially. Keep it on. :-) Notes: It is hard to read your sentences, sorry. :-(

    7

  • 11y
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    dertend2000 Joined 11y ago
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    Four you realize that in dustbowl there are only spawn areas yes This map was not dustbowl first. It was the game which killed three CapturePoint. However, while I climbed the mountain, Blu's spawn remoted, and a game did not make ends meet. As for me, dustbowl was idle a lot. And I studied it what was interesting. However, this map is not dustbowl. I did it in what the place that fought decreased, and I was interesting, and there was never in this way when I made it four spawn areas. I made much of that I increased signpost and blockaded the area of before. However, I think that I am confused in an area repeating with two rounds and three rounds coming out. I display the photograph of the target in Blu's spawn area for the next update. thank you
    DIODIO
  • 11y
    AI|Chicky avatar
    AI|Chicky Joined 14y ago
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    Dertend2000.... you realize that in dustbowl there are only 4 spawn areas - total - right? In the first area - Red's spawn becomes Blu's spawn in the 2nd area. You don't need separate spawns.... Take a look at how dustbowl is made and how it blocks off the previous area completely once the entire area has been captured. I'm downloading your latest version and will let you know what I think. You've got a great map minus the spawn issue.

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    Mantra
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  • 11y
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    dertend2000 Joined 11y ago
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    Thank you for a lot of advice. Because I made a map for the first time, I added a new item and made it. So it became difficult to add it more than this. It was a thing hard to please to move a place of respawnarea and blockaded the round that was over. I increased the number of signpost and assured a way to CapturePoint. I reduced signpost except it adversely. I think that it is a characteristic that there are various ways as pleasure of this map. I want you to enjoy that you find it out. But I was plain and made a basic signpost because the steady guidance was need for the person who played for the first time. respawnarea of the second round beginning deleted a door and opened it greatly. I show a test version now in my site. Please try it if good. my site: http://www.wa.commufa.jp/~natto/ file : cp_mountcoaster_v4beta http://www.wa.commufa.jp/~natto/cp_mountcoaster_v4beta.rar
    DIODIO
  • 11y
    I definitely like the changes made from v2 to v3, the added access routes are a godsend. I, like Chicky, do agree, that the main problem you have now is blues second spawn area. BTW Chicky, red's first spawn is in a different spot, it's up higher than blue's second spawn. I don't like blue's current spawn point for the second round, it's confusing starting out plus having to back track around to get to the door is a bit of a hassle when you finally do figure it out. I suggest using red's initial spawn point then as you exit, the doorway to the second area is right there and you can continue your quest. One person on our server did continue to try to defend C even though it was fenced in so there may still be something else that needs to be done to seperate sections 2 and 3 better or possibly a better sign system. Overall though I do like this map though and hope you continue to improve it. BTW, have you considered naming all the points as in A, B, C, D, E & F? This would at least make it easier when telling the team defend point E or whichever.

    7

    Bananite
  • 11y
    AI|Chicky avatar
    AI|Chicky Joined 14y ago
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    Don't hate me for saying this but.... I think version 2 may have been better. Your map just doesn't flow from area 1 to area 2 to area 3. Because you don't block off previous areas, it's WAY too confusing and players get easily lost and confused. This map will struggle until you find a way to fix this issue. My personal opinion is that the problem lies with the BLU's second spawn point. I'm going to assume that it's REDs first spawn point, but I haven't double checked that. I'd suggest moving the spawn to the upper area entirely and then having it open on one side for area 1 and then when we've moved to area 2 - the other side only. I can't say this will get played on my server until this issue is fixed. If you need help with it - or want me to look at v4 before you post it - I'm happy to help you. Just message me on here, and I'll be happy to help.

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    Mantra
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  • 11y
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    dertend2000 Joined 11y ago
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    I released version 3. I revised various malfunction. I coordinated game balance. Please play.
    DIODIO
  • 11y
    Actually, that may be the problem and it's our fault. The respawn time on our server is set for 10 seconds or less. I really do hope we can figure this out, this map is one of the greatest design ideas so far.

    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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  • 11y Submitted
  • 10y Modified
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