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ib_dust2

A Map for Team Fortress 2

TF2 Dust2

Ib_dust2 Grab the intel.... You have the Bomb. Take it to the bomb sites, and then run... you have 5 seconds, until BOOM. You have 15 min to blow up both bomb sites. Thanks to: David Johnston: Original creator of de_dust2 ShangoXG: For all his help. Have fun. Ikem

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  • panada avatar
    panada Joined 12y ago
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    12y
    Pros: Insane usage of TF2's win conditions. Cons: Lighting. The biggest one for me was going "lower b." Its darker then anything should ever be. Improvements: "Lower B's" Lighting as well as the overall lighting. Blinding at some point.
    Bananite
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  • ShangoXG avatar
    ShangoXG Joined 13y ago
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    12y
    Well Ikem, they have given some constructive feedback i must say, i will be taking the cars out of my one before i release it as well lol. But the score isn't that bad, i'm sure your next version will be so much better. Although i do like the textures as they are, obviously they don't :S
    Bananite
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  • AI|Chicky avatar
    AI|Chicky Joined 17y ago
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    37,209 points Ranked 119th
    12y
    Pros: It's dust2. Everyone loves dust2. Cons: It's confusing. I couldn't figure out how to capture the points. There needs to be some in game direction/instruction else players won't stick with this map. Improvements: LIGHTING!!!! The lighting in this map is absolutely horrible. When you come out of spawn it's glaring bright and then takes a few seconds to come to the right lighting. That absolutely has to be fixed. I didn't care for the "trash" cars everywhere. Didn't like the brick either. This map really feels like it needs those TF2 textures over the CSS textures. For example, at long A you used the carts - LOVED that. You need to take that idea and put it all over the map. Now I'm not saying cover the map with carts. But keep the TF2 theme. You've cut off the spawn areas which really divides this map. Seeing as how you're going for a "different" game style, you probably need to keep those spawn areas open. A door in CT spawn that isn't accessible would be much better than completely chopping your map in half. Notes: You and the other dust2 mapper should get together and combine some of your ideas. I liked some of your stuff more than his and I liked some of his more than yours. Overall, I think this map has potential.... but it's far from ready for regular server play. Let me know when you update it and I'll take another look.
    www.clan-ai.com avatar
    Mantra
    www.clan-ai.com
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  • Oblong avatar
    Oblong Joined 13y ago
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    12y
    Theres no way that this can be getting such bad ratings. I think this is an excellent reproduction of the original map. You're done really well to make it so precise in it's replication. The tunnel is really the only thing that I'd change- along with the old CS:S textures slyly lying around the map. In the tunnel I think you should've put less decals on the floor to make it look a bit cleaner. I guess there could've been a bit more cover at B too. Really, well done.
    The shape that lives.
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  • UKCS-Alias avatar
    UKCS-Alias Joined 14y ago
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    12y
    I must say its a interesting concept. Much like the old dust2 which i like. but just like others say, the CSS models dont fit into TF2 which means you have to take others instead even though you did a good job changing most of them to tf2 already. And just like i said to the other dust2 conversion: make sure the maps suits for demoman and soldiers that rocket jump without making them overpowered (they must be able to stand on buildings but only for limited use). The map used to be for css which is alot diffirent than tf2. As the 10 minute time is long you should shorten the timer or make it arena as dragging the intel to a bomb site usualy isnt that hard with 10 minutes of time (and arena is like the old css - but if you make it that way a single cap should result in a win already). This is simply because the intel takes 1 minute before it gets back to the spawn. I think about 5 minutes as start time is enough with about 3 added after the first explosion. And make sure to give the sites the A and B in the hud just like the original dust2. I like the style alot more than the other version which is a good thing. Note that i havent tested the map itself but the comment is based on the screens.
    The Knifosaurus avatar
    Mantra
    The Knifosaurus
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  • huster avatar
    huster Joined 13y ago
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    1,073 points Ranked 25,240th
    12y
    Good idea,bad textures, it better to use TF textures, map too bright. Cars from cs:s and hl2 is bad idea Maps > TF2 > Arena > ib_dust2 arena ??
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  • ikem avatar
    ikem Joined 13y ago
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    997 points Ranked 41,964th
    12y
    Ok we played this and came up with a great idea. blu has the intel in thier spawn. they take it to the bomb sites to blow it up. but red will have 7-10 sec to defuse the bomb. it takes 5 sec to defuse. (times will change on more testing) then if they do defuse blu will have to try again. but blu needs both bomb sites blown up b4 they can win. this will be in the ib_dust2_b2 update. i am working on finalizing the i/o's right now
    Ftw.
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  • SupraNerd avatar
    SupraNerd Joined 13y ago
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    12y
    Lmao that's defnitly different! Does blu or red specifically grab and place it? Or any team? I haven't actually tried this yet, but.. I think it would be best if red gets the intel spawned at there base, and they have to capture a 5 second or so (however long it takes to plant the bomb) then kaboom?
    Bananite
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Credits

Key Authors
Ikem
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David Johnston
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ikem avatar
ikem Joined 13y ago
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997 points Ranked 41,964th
ikem
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Development Info

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Hammer

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Details

Version
1.0

Attributes

Miscellaneous
Players
26
Development State
Beta

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