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Poll

Which of these maps should join rotation?

Black Mesa
- 8 (25.8%)
Desert Fortress
- 10 (32.3%)
Freight
- 8 (25.8%)
Japan
- 5 (16.1%)

Total Members Voted: 14


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Author Topic: Shadow Moses Map Nominations  (Read 22364 times)

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Mongrel

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Re: Shadow Moses Map Nominations
« Reply #140 on: May 29, 2010, 08:32:47 PM »

I've played Atrophy before, it's okay if a bit confusing at first.

It's polished at least. And a damn sight better than those awful contest maps.
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Defenseless Cow

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Re: Shadow Moses Map Nominations
« Reply #141 on: May 29, 2010, 09:24:46 PM »

I think I played Atrophy once. A problem was that you could only cap if your own flag wasn't capped, so instead of turtling your flag, you turtle your flag carrier and try to kill theirs. I might be remembering this wrong though.
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bloogablooga

patito

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Re: Shadow Moses Map Nominations
« Reply #142 on: May 29, 2010, 09:27:56 PM »

Yeah, the description says you can't cap unless your own intel is in your base. I thought that sounded kind of neat until you pointed out the obvious problem with it.
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Saturn

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Re: Shadow Moses Map Nominations
« Reply #143 on: May 31, 2010, 02:03:06 AM »

that is a possible issue, but i dont think that should stop us from giving it a try.
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McDohl

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Re: Shadow Moses Map Nominations
« Reply #144 on: May 31, 2010, 04:47:55 AM »

Yeah, that's one thing I really hate about Quake 3's CTF.  That, and it returns instantly when a team member touches it.
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Smiler

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Re: Shadow Moses Map Nominations
« Reply #145 on: June 13, 2010, 03:40:02 PM »

Old news: I got rid of the CTF comp maps along with Hydro and 2fort. Let's get back to finding good custom maps, since the ones we have are pretty good.
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patito

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Re: Shadow Moses Map Nominations
« Reply #146 on: June 13, 2010, 07:55:49 PM »

NOT MY BEAUTIFUL HYDRO ;_;
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Mongrel

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Re: Shadow Moses Map Nominations
« Reply #147 on: June 19, 2010, 10:53:47 AM »

Got a couple of silly suggestions for today.

First, KOTH Windmill Trainsaw

A simple, pared-down KOTH map. The central point is overshadowed by a large windmill. On the end of each windmill fan... is a train. On the front of each train... is a spinning sawblade.

Playability-wise, I'm not sure. A cursory run-through alone seems like is might actually be alright. Worth a try?

EDIT: One of the spectator POVs is on the front of a train :glee:



Next up is PLR Free Willy PLR Whale Race.

Basically, the payload... is a whale with a saddle. Much of the map (including the PL track) is in water.

It seems like a neat idea, just because the track is actually very short, but the payload is very slow-moving. 

This also may be worth a try. Though underwater sentries might pose a problem?
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Makaris

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Re: Shadow Moses Map Nominations
« Reply #148 on: June 19, 2010, 02:28:49 PM »

KOTH tends to work out okay.  Its formula is harder to screw up, I guess.  I'm okay with trying it out.

And about the PL map... I wanna say it will be horrible, but the idea of a water-map resulting in fighting in three dimensions seems like it could be interesting, at least for awhile.
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JDigital

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Re: Shadow Moses Map Nominations
« Reply #149 on: June 24, 2010, 08:46:33 AM »

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McDohl

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Re: Shadow Moses Map Nominations
« Reply #150 on: June 24, 2010, 09:43:00 AM »

If it could be made in to a "BOTH TEAMS HAVE TO TEAM UP TO KILL CATRON 4000" thing, it could be cute and fun to just goof around with until the real ShMo night starts proper.

Or if we hate all the pubbies and want to get rid of them.
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NexAdruin

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Re: Shadow Moses Map Nominations
« Reply #151 on: July 12, 2010, 08:33:04 PM »

That map is called achievement_all_v4. The cat is unkillable, and once it spawns there is this issue where everyone's screen turns white until they catch on fire. That map is the biggest troll in the history of Team Fortress 2.
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JDigital

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Re: Shadow Moses Map Nominations
« Reply #152 on: July 12, 2010, 10:58:01 PM »

Can a map be created with the damageable objects and scripted events necessary to include a giant monster? Have any maps done this yet?
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McDohl

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Re: Shadow Moses Map Nominations
« Reply #153 on: July 13, 2010, 08:33:51 AM »

ctf_1fort's glass between the intel rooms used to be breakable when we had about 7 heavies and dispensers firing at it nonstop for about 10 minutes.
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NexAdruin

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Re: Shadow Moses Map Nominations
« Reply #154 on: July 13, 2010, 01:35:11 PM »

JDigital: in order to make the cats (there are actually 7) spawn in achievement_all_v4, you must first break invisible glass boxes around some invisible buttons. Then you press "use" on the invisible buttons and the cats come up and it all goes to hell.

In short, yes.
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MadMAxJr

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Re: Shadow Moses Map Nominations
« Reply #155 on: July 16, 2010, 09:30:30 AM »

pl_frontier was removed from the server?  Was it unpopular?
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Mongrel

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Re: Shadow Moses Map Nominations
« Reply #156 on: July 16, 2010, 10:02:55 AM »

Say, how do you guys like the new stock maps?
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McDohl

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Re: Shadow Moses Map Nominations
« Reply #157 on: July 16, 2010, 11:09:20 AM »

Upward is pretty fun, if a bit slanted toward BLU.

Thunder Mountain's also pretty fun, but very long.  I don't think that it would be possible to play attack and defense before the server's map timer runs out and shifts it to the next map.
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Defenseless Cow

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Re: Shadow Moses Map Nominations
« Reply #158 on: July 16, 2010, 11:30:11 AM »

All the custom maps were deleted by the engie update for some reason.

New stock maps are pretty good. I guess Valve is finally learning how to make payload maps other than badwater that aren't grindfests.
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bloogablooga

Mongrel

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Re: Shadow Moses Map Nominations
« Reply #159 on: July 16, 2010, 11:35:34 AM »

All the custom maps were deleted by the engie update for some reason.

FROWN TOWN.

Oh well, at least we can re-add the good ones and leave all the dross off the server.

By the way, why is ShMo password protected now? I mean, I know some of you hate pubbies to death, but the place is now empty five or six nights a week.
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