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cp_spurn_point_beta - A Mod for Team Fortress 2

A unique dynamic 3-stage control point map

What happens when you try to sew over 2000 displacements together? Spurn point is a unique 3-stage dynamic capture point map. There are 2 paths to be taken to win the map for the attackers. Which is played is decided by the final capture point of Stage 1, which sets the path for the rest of the map. There are two stage 2 arenas, The lighthouse and The caves, each favouring different styles and tactics of gameplay. Stage 3 is also dynamic, the capture points and the attack switching to accomodate the path of approach into the final arena. This beta is fully functional (I believe/hope) and only visual bugs and tweaks remain. Need to gather information on balancing of teams, items etc If you decide to run this map on your server, please place the ip in the comments for other users. I will try to make a list here. I hope you enjoy the map! #DevNotes Final version will inc: 3dSkybox (currently sewn displacements yet to be disconnected and skyboxed, currently invisible) Fixed Door systems according to balancing issues that may be presented Massive terrain improvements to come
  • Metanapour avatar
    Metanapour Joined 14y ago
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    Cheers for the run through Mr.Silence. I found out about being able to get back into stage 2 myself the other night, id moved the fence just before the compile and lined it up with the wrong bit of wood evidently :( lol I'm still in 2 minds about what to do with the 2 big holes in the caves that produce the hall of mirrors effects. Originally the giant one over cap 2 of the mines would have had some volumetric lighting coming through it. However on the skybox there is a small mountain sitting on top of it so i don't know how this would look for continuity, the other one produced by the unfinished tunnel, can easily be blocked off with a rock or something, but it would also be "relatively" easy to connect that tunnel with the little side tunnel at the lighthouse should we want/need the 2 areas connected for any other game type. You're right on the cap times, I thought I was using dustbowls standard times, I may still be, but even ive noticed on the lighthouse area it can be a bit ridiculously quick, esp if the server isnt using instant respawn. Cheers for the images (though I was hoping no one would spot the last one lol)
    Me
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  • Mr.Silence avatar
    Mr.Silence username pic Joined 11y ago
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    11y
    The map looks good and I like the way it plays. The dynamic aspects is rather unique and is definitely interesting. The areas also seem balanced enough that either will be a good choice to pick. My biggest concern was the capture rate of the points. With exception of the last route, the others were rather fast, which would definitely make it a little harder on the defending team to defend the points, especially after losing a point. A scout can single handedly cap the point by himself in a couple of seconds. Imagine if the attacking team had like 2-3 scouts, then it would be over before the defending team had a chance. Extending the cap time by a little bit, just a few seconds more, would probably make it a little less difficult on the defending team. I also found a couple of glitches. When going the mine route, it is possible for the defending team to go back to the first area since the fence/player clips do not cover the trench entrance. I could definitely see that being exploited easily by griefers: http://i54.tinypic.com/2nq85dv.png There are also a few items without textures (mostly crystals) and there is a cave next to the last point that, while inaccessible, starts to "mirror" the area around it, which doesn't look great. It may need covered up with props or something. I like how dark the mines themselves are, but you may need to make it a little brighter in some places as some people may not have an easy time of seeing where they are at in some places. On the last route, in the cement building (reminds me of a blu base structure) you can jump out of the window and onto the skybox as seen here: http://i56.tinypic.com/2u5qa6v.png Aside from all that, I have to say that I like the map, I like they way it plays, and overall, I'd give it a 9/10. Its definitely good work and its still in beta, so keep it up! Can't wait to see a finished product. :)
    Holy Mackeral
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  • Metanapour avatar
    Metanapour Joined 14y ago
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    Yeh the boats were a quick 30 min remake of the previous and failed attempt to make it out of world brushses due to the door getting stuck somehow. Cheers for the link though sounds like it should save me some effort
    Me
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  • Ezekel avatar
    Ezekel Joined 13y ago
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    you might want to speak to mof about getting permission to use his beach landing ww2 models, cos i think they'd really improve the look of your map: http://www.mrmof.com/
    I am the Bananemensch!
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  • Valkorian avatar
    Valkorian Joined 11y ago
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    The Server ================== 85.234.148.158:27035 And 109.70.148.52:27016 It's uploading to that server now, look forward to testing sometime soon, although it isn't officially in the rotation (yet).
    Bananite
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  • Metanapour avatar
    Metanapour Joined 14y ago
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    Good call dougall, someone else pointed that out to me and will be added to the ever lengthening to do list! :P ALso looks like someone was jealous about the map xD 1/10 on the rating, I know its not perfect but that just made me lol
    Me
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    Logan Dougall username pic Joined 16y ago
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    Logan Dougall avatar
    Logan Dougall
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    11y
    Need some more work on the boats. IMO they are too tall and not long enough in length. Displacements need to be tweaked as they clip into the rails throughout your screenshots. Simple fix and best to do it now before more detail is added.
    Structural Designer / Dad :)
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  • Metanapour avatar
    Metanapour Joined 14y ago
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    Oh there are many many more cliffs in the skybox waiting ;) Edit: ty for the rating! :D
    Me
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  • [aciD] avatar
    [aciD] Joined 14y ago
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    Nice design, some more 3d sky cliffs and lighting accentuation would make it better though, remember that for the next project
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