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cp_mountcoaster_v6

A Map for Team Fortress 2

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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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  • dertend2000 avatar
    dertend2000 Joined 12y ago
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    I go to the server of the whole world. And I join everybody and play together. Therefore it is that world play setting is different from Japanese play setting to have understood. I use respawntime when it was set by a play from 18 to 24 in respawntime by every map by the test play in Japan. When blue respawntime takes it for a long time till I take the first CapturePoint, red respawntime lengthens it adversely and balances. Any place other than Japan, is played 30-32 people, and can revive immediately if die as for respawntime; is set, and red suffers in favor of an emergency. Therefore I thought about starting two versions of play modes from 18 people to 24 and a play mode for 30-32 people. I call that I have a party with a great number of people a "MATSURI" in Japan. So I release a "MATSURIversion" for a great number of people soon. I make a map with a great number of people assuming playing from a beginning. >Please keep the filename all lowercase so it's linux friendly. I understood it. I make it filename all lowercase thank you Japanese text 私は全世界のサーバーに遊びに行っています。 そしてみんなに混じって一緒に遊んでいます。 そこでわかったことは、日本のプレイスタイルと、世界のプレイスタイルが違うということです。 日本でのテストプレイでは18人から24人のプレイで、時間もマップごとに設定された時間を使っています。 1番目のCPを取るまでは青の時間が長く、それを取ると逆に赤の時間が長めになり、バランスを取っています。 日本以外では、30-32人で遊ばれており、時間も死んだらすぐ復活できるような設定になっていて、赤が非常に有利になっています。 そこで私は、18人から24人までのプレイモードと30-32人用のプレイモードの二つのバージョンを出すことを考えました。 日本では大人数でパーティーすることを"祭"と呼びます。なので近いうちに大人数用の"祭りバージョン"をリリースします。 最初から大人数で遊ぶことを前提にマップを作っています。 >linuxのためにファイル名を小文字にしてください わかりました。ファイル名を小文字にします。
    DIODIO
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  • TheyCallMeQ avatar
    TheyCallMeQ Joined 12y ago
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    As I posted in reference to v1, it's harder for the blue team to cap the first point. Now that you've added an extra point in this one, it's almost impossible. This version will not be ran on our servers anymore, we'll stick with v1 until the next release anyway. I'm wondering if the map wouldn't be even better if the first section weren't completely removed.
    Bananite
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  • TheyCallMeQ avatar
    TheyCallMeQ Joined 12y ago
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    Improvements: Please keep the filename all lowercase so it's linux friendly. Thanks
    Bananite
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  • dertend2000 avatar
    dertend2000 Joined 12y ago
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    Thank you for playing I do not run the train with Round 1. Because there was a fall of FPS when I watch a mountain from far away, the reason is because it wanted to delete waste as much as possible.
    DIODIO
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  • Noise avatar
    Noise Joined 13y ago
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    Pros: Extremely fun and unique map to play. Very popular on our server. Cons: Some minor glitches Improvements: The train should run during the first levels.
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    Mantra
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  • j0e avatar
    j0e Joined 12y ago
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    Pros: players love the train, it has a good overall design, great concept of climbing a mountain in stages, lots of different routes Cons: players not sure where the cap points are Notes: love it! good job
    Bananite
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  • AI|Chicky avatar
    AI|Chicky Joined 15y ago
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    There is a weird blinking texture above the RED spawn for the first area. Not sure what that is but you might want to check into it. I'm going to give the map a try on my server. I love your map but hate that it doesn't close off the points. You definitely need close offs from one area to the next. I'll let you know what people think.
    www.clan-ai.com avatar
    Mantra
    www.clan-ai.com
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  • AI|Chicky avatar
    AI|Chicky Joined 15y ago
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    Yes... I'd be very interested in v3 as well. I'm definitely looking forward to this map but it needs the control points for that round to be blocked off from the rest of map. Similar to dustbowl - you can't have the entire map open - else players get confused. Not everyone realizes that dustbowl is one big map with the areas blocked off until you've unlocked the previous area. Please message me when you get v3!!!!
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    Mantra
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  • Neo_Bahamut_19 avatar
    Neo_Bahamut_19 Joined 13y ago
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    Posted by dertend2000 I make version 3 now. Therefore I blockade the points which I captured with wire netting. The roller coaster accelerates late in the downhill slope in the uphill slope; move. texture uses it which is suitable for the scene
    when you make version 3, hit me up, ill put it on my server and give it a whirl, see what it plays like on a 24 player server XD
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  • dertend2000 avatar
    dertend2000 Joined 12y ago
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    I make version 3 now. Therefore I blockade the points which I captured with wire netting. The roller coaster accelerates late in the downhill slope in the uphill slope; move. texture uses it which is suitable for the scene
    DIODIO
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DIODIO
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natto-sol
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Version
6.0

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24
Development State
Final/Stable

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