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splat! - A Mod for Team Fortress 2.

SPLAT! ------------ Title: ctf_splat_b3 Version: Beta Release 3 Previously: Filename: ctf_splat_b3.bsp Created By: GTMattZ, aka Maj. Woody Author Email: gtmattz at yahoo.com Type: CTF Compile Date: 11/19/2007 ------------ This is a large CTF map with multiple routes through each base to the flag. 2 spawns per base, with an added twist of some deep pits in which you can fall to your death. Many thanks to S.E.A.L #555 for aesthetic inspiration, BoojumSnark and Logo for assistance with the flag return mechanisim, Swift for optimization assistance, and all the rest of the guys from the Team Fortress 2 Mappers group for all the help, inspiration, and feedback. ------------ B3 Release notes: Resolved various issues which were resulting in over-inflated file size. Added functionality to return the intel instantly if dropped in a pit Further optimization performed to aid performance Added more playerclip to areas where people were getting stuck Added some minor visual enhancements ------------ B2 Release notes: Major optimizations to increase framerate. Added fog and soundscapes. Some minor detailing added. ------------ B1 Release notes: Initial release. ------------
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  • v8esprit avatar
    v8esprit Joined 14y ago
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    14y
    I like the map so much that I wanted to put it up on the Q custom server...but when I tried it on my test server, players were getting stuck in the spawns from the spawn doors. Fix this and it will get some primetime play. Please respond regarding this. Thanks, dejavu.Lox
    Bananite
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  • MalachiTF2 avatar
    MalachiTF2 Joined 15y ago
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    14y
    Played this last night w/12 people. Common comments included: Too confusing, too large, don't know where to go. I liked the pits - death is the penalty for falling off. I liked the complexity too, but others found it too much. There were plenty of signs around, but they were too small to catch their attention or didn't give players enough info. Some players had difficulty finding the enemy base or their intel. A map rating showed most votes average (3), with no votes higher (4, 5) than that and 4 votes below average (1, 2). Summary: Has promise, but lacks some polish. Suggestions: Change map signs to something larger, and have meaningful names. Work on reducing the complexity. There are many ways to approach this, like using themes to more strongly identify areas. Simplifying the layout would help, but I would be careful about going too far.
    Is this thing loaded?
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  • gtmattz avatar
    gtmattz Joined 15y ago
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    I am sorry for the lack of updates recently. RL (work and family) have been keeping me from doing any meaningful work on the maps lately. I am going to try to add a round timer and clean up a few things and release a final version in the next few weeks.
    Bananite
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  • Neo_Bahamut_19 avatar
    Neo_Bahamut_19 Joined 15y ago
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    Can you please add a round timer? this great map cant be put on my server without one :(
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  • bazo0ka avatar
    bazo0ka Joined 17y ago
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    15y
    You should remove some extraneous routes and change the intel location slightly. The intel should be the focus of the entire room that it is in. But it's just tucked away in the corner. Should be moved nearer to the Red/Blue buidlings, on the platform just next to them. Add some models and lighting that focus attention on the intel location and it'll be swell. Map has potential, I want to see it really work.
    Bananite
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  • AI|Chicky avatar
    AI|Chicky Joined 18y ago
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    15y
    Don't kill me..... BUT.... I finally put the map on my server and played it once to see what people thought. The overall response was that the map was too big as in too many ways to go and too complicated - probably mostly due to it being too big. The map looks sweet - but there's a lot of space and tons of different ways to go and well..... it could probably be condensed more to make it a more combat friendly map. Looks great - but I don't think anyone wanted to play it again. :( If you release a new version, I'd love to see it.
    www.clan-ai.com avatar
    Mantra
    www.clan-ai.com
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  • Fuzzwah avatar
    Fuzzwah Joined 15y ago
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    Posted by -RemiX- TF2 maps are run off of entities that set round lengths, amount of time added to rounds when CPs are capped, and sideswitches. It really limits the servers control over certain aspects of maps such as time limit.
    I'm aware of this, but having a custom map server stuck playing the 1 map endlessly will cause me to remove it from the rotation. The mappers can set up their maps in such a way that this doesn't happen.
    Fuzzletocked
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  • gtmattz avatar
    gtmattz Joined 15y ago
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    I have figured out how to keep the map from overriding the server time limit, so the next release will have that resolved.
    Bananite
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  • -RemiX- avatar
    -RemiX- Joined 16y ago
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    15y
    Posted by Fuzzwah Pros: good lay out, interesting flag rooms, great theming Cons: overrides timelimit set on the server? Notes: I've noticed that a number of custom maps don't seem to adhere to the timelimit which I have set on my server. This is a major issue because I'm unable to use caplimits due to the fact that we run a number of different maps which all have differing speeds of rounds and avg scores.
    TF2 maps are run off of entities that set round lengths, amount of time added to rounds when CPs are capped, and sideswitches. It really limits the servers control over certain aspects of maps such as time limit.
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    Mantra
    cp_arctic_blast
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  • Fuzzwah avatar
    Fuzzwah Joined 15y ago
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    Pros: good lay out, interesting flag rooms, great theming Cons: overrides timelimit set on the server? Notes: I've noticed that a number of custom maps don't seem to adhere to the timelimit which I have set on my server. This is a major issue because I'm unable to use caplimits due to the fact that we run a number of different maps which all have differing speeds of rounds and avg scores.
    Fuzzletocked
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