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Thread: Released another TF2 Map - CTF_Convoy

  1. #11
    I'm kind of a big deal. Emmzee's Avatar
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    Re: Released another TF2 Map - CTF_Convoy

    I came.
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  2. #12
    chillin like a villan
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    Re: Released another TF2 Map - CTF_Convoy

    that is a very awsome remake of the ut2k4 map, i recognized it right away
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  3. #13
    Chasing Meteors Sever's Avatar
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    Re: Released another TF2 Map - CTF_Convoy

    Quote Originally Posted by Emmzee View Post
    I came.
    Thats it? I came, saw AND conquered!

    Excellent map, Jahrain. You obviously put enough thought into the layout (even if you already had a good deal of inspiration) to make the map have a purpose that is very connected to the combat area. I cannot find a single problem with the map at all. All of the power-up spawns are perfect, the accessibility to the bases works well in relation to the spawn locations, and the missiles themselves break up the spaces enough, while still being an unmistakable point of reference. Also, lol at the wind effect on rockets. I doubt that was intended, but its great for balancing out its would-be overpoweredness.
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  4. #14
    is indeed. dg's Avatar
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    Re: Released another TF2 Map - CTF_Convoy

    Alright, so I've been in it for a while now. First off, the server is laggy as shit. Here are the bugs I've found so far:

    Bad stuff:
    -Ability to ride both the OUTSIDE and INSIDE lips of both trains.

    -Players can get stuck on front side of both trains.

    -Players can get stuck on back side of a train.

    -A spot under a flight of stairs that looks like it can connect to the "upper" platform, while players cannot jump at that spot.

    -Rocks get stuck on trains.

    -Standing where there is no ground.

    -Music seems really off for TF2.

    Good stuff:
    -Animated skybox looks awesome.
    -Looks to have great gameplay.
    -Stuck with the TF2 style.
    -Getting onto of huge missiles.

    -Simulated wind!



    Nice job, man!
    Last edited by dg; January 21st, 2008 at 11:47 PM.
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  5. #15
    Useless Member jngrow's Avatar
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    Re: Released another TF2 Map - CTF_Convoy

    the fact that you made this is just.. yes.

    I wish i was good at TF2.
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  6. #16
    +rep to cure coronavirus n00b1n8R's Avatar
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    Re: Released another TF2 Map - CTF_Convoy

    this reminds me of tracks from sourceforts.

    I'm a little confused as to why there would be 2 enemy trains racing simultaneously with a ramp between them, but w/e it's TF2. I'll dl later (though I wish source maps were as easy to install as CE maps )
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  7. #17
    $20 bill y'all Bodzilla's Avatar
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    Re: Released another TF2 Map - CTF_Convoy

    in UT it was somehitng about a High Jacked Train and there was an Assault group sent in to Shut them down.

    or something like that, i'm a little Sketchy on the details
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  8. #18

    Re: Released another TF2 Map - CTF_Convoy

    Many of the issues dg pointed out are engine errors. Players are able to walk on any, ledge, lip or edge, that is even a single unit (about an inch) in width. Players can also walk on basically nothing as long as part of their bounding box touches an edge of that width. Also, those areas where players can get stuck, I was able to get out of. I never seen than rock issue. One error that I found is a missing polygon under the catwalks next to the missiles on the red vehicle facing blue's.
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  9. #19
    +rep to cure coronavirus n00b1n8R's Avatar
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    Re: Released another TF2 Map - CTF_Convoy

    couldn't you have put some invisible walls to fix that walking on 1 inch wide ledges?
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  10. #20

    Re: Released another TF2 Map - CTF_Convoy

    Quote Originally Posted by n00b1n8R View Post
    couldn't you have put some invisible walls to fix that walking on 1 inch wide ledges?
    If it caused an exploit, yes. If it doesn't cause any issues, i don't see any reason to go through the map and spend weeks placing small little brushes on every detail of the map where there is a ledge that is a inch in width that a player could potentially walk on. Valve doesn't do that for all their maps either. The engine should just have a maximum area required to walk on or block player movements to prevent this, sort of like how it has a maximum height to work as a step.
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