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cp_castle
Old 12-23-2007, 03:33 PM   #1 (permalink)
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Question cp_castle

I've uploaded the new version of cp_castle: cp_castle3.

Map config: cp_castle3.cfg

Code:
mp_timelimit "45" 
mp_winlimit "10"
mp_maxrounds "2"
Please give any comments or feedback on the map here. Vilepickle is making some great maps and I noticed he registered on the forums, so any feedback we have, I'll be sure to pass on.
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Last edited by Bommando; 01-17-2008 at 01:18 PM.
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Re: Map Update: cp_castle2
Old 12-23-2007, 05:27 PM   #2 (permalink)
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Default Re: Map Update: cp_castle2

Wow. The screenshots look beautiful. Looking forward to playing this when I get back to Texas after the new year.
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Re: Map Update: cp_castle2
Old 12-23-2007, 10:09 PM   #3 (permalink)
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Default Re: Map Update: cp_castle2

The new hallway added near the attacking teams spawn is great. Really opens things up and makes the defenders work harder.
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Re: Map Update: cp_castle2
Old 12-24-2007, 05:14 AM   #4 (permalink)
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Default Re: Map Update: cp_castle2

I would like to see an alternate spawn exit for the defending team on the first two stages. Especially on the second stage. I'm not sure where, but maybe a ramp up to a platform on the far left (looking out from the spawn). That or just spread the two exits more and have people spawn between them.
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Re: Map Update: cp_castle2
Old 12-24-2007, 06:38 AM   #5 (permalink)
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Default Re: Map Update: cp_castle2

Indeed that could be something to make it slightly more enjoyable. I did castle2 fairly quickly only because the new scoring system came out and I wanted it in. I'm pretty much done with the map otherwise, 'cause it's kind of a pain to work with now. I have so many detail brushes on the map that if I add any more it won't compile, which means I have to delete things or turn things into models (which isn't easily done)

The map is pretty much at the limit of the Source engine's capability's for a non-model complex map. Any more halls out of spawns or anything is just going to be painful to implement, and I don't really want to mess with that :\

On to greener pastures. I'm glad I'm done with this map, hehe.
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Re: Map Update: cp_castle2
Old 12-24-2007, 02:28 PM   #6 (permalink)
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Default Re: Map Update: cp_castle2

Thanks for stopping by our humble spot on the interwebs Vile, and all the hard work you've put into the creation of these most excellent maps.
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Re: Map Update: cp_castle2
Old 12-24-2007, 02:46 PM   #7 (permalink)
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Default Re: Map Update: cp_castle2

Fair enough. It's a great map as it is, so I won't force you to change it just for me.
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Re: Map Update: cp_castle2
Old 12-24-2007, 02:51 PM   #8 (permalink)
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Default Re: Map Update: cp_castle2

Quote:
Originally Posted by Vilepickle
On to greener pastures. I'm glad I'm done with this map, hehe.
As long as "greener pastures" means more TF2 maps, I strongly support this
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Re: Map Update: cp_castle2
Old 12-26-2007, 04:48 AM   #9 (permalink)
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Default Re: Map Update: cp_castle2

I've actually updated to Castle3 to fix some pretty serious bugs, and it'd be sweet if you guys could update. Here's my generic email, etc:

CP_Castle3 is out now.

Sorry for contacting you so soon about the cp_castle map again, but there were a few major bugs in the cp_castle2 release that I needed to fix as soon as I could. (changelist: http://www.vilepickle.com/map/readmes/R ... castle.txt )
You'll want to download "cp_castle3" from one of these locations:

http://www.fpsbanana.com/maps/36321
http://www.vilepickle.com/map/cp_castle3.zip
http://www.vilepickle.com/map/cp_castle3.7z

This will be the FINAL update to this map. Again, sorry for the inconvenience this causes, I really don't like polluting the pool of map versions any more than admins or players do. I can't live with a buggy release though, so this fixes my unfortunate mistakes.
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Re: Map Update: cp_castle2
Old 12-26-2007, 02:01 PM   #10 (permalink)
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Default Re: Map Update: cp_castle2

uploadin now
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