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Thread: KOTH Swaziland

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    Playstuff Member .ps SPHinx's Avatar
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    KOTH Swaziland

    Adhering to my rigorous, self-imposed schedule of 1 alpha per week, I am pleased to share koth_swaziland_a1! The 2nd of 6 African themed (eventually) maps for the TF2 World Domination! Rotation.

    Thanks to Spike, for his jungle model pack; Rexy, for his rock models; Seba_079 for the pickup overlays; and Boylee for the Blueprint texture. I just hope I managed to pack all of those extras properly. If someone would do me the solid of giving it a run around, just to be sure . . .

    Download link (Updated to version a1a - this time I'm 99% sure I packed it correctly)












    Last edited by SPHinx; 18-09-2010 at 15:37.

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    Windows Only MacNetron's Avatar
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    Re: KOTH Swaziland

    African theme... now that sounds nice!

    koth_swaziland_a1.bsp uploaded to the MapLab.

    Will check later to see if those models are packed correctly (or send me a steam msg tonight for a duo run )

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    ლ(ಠ益ಠლ) Logan's Avatar
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    Re: KOTH Swaziland

    Great theme in the making Layout looks sound. Now I just need some time to play!

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    Playstuff Member .ps
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    Re: KOTH Swaziland

    had a quick run - custom textures and models aren't found
    Spoiler: Reveal

    Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_harvest_01rt)
    Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_harvest_01bk)
    Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_harvest_01lf)
    Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_harvest_01ft)
    Got pure server whitelist: sv_pure = 1.
    Failed to load $include VMT file (materials/SWAMP/WATER/WATER_SWAMP.vmt)
    Error: Material "maps/koth_swaziland_a1/swamp/water/water_swamp_0_-848_64" uses unknown shader "patch"
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_rocks/rock_03.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_rocks/rock_06.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_rocks/rock_05.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/jungle/tree_crysis.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/jungle/tree_crysis.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_rocks/rock_03.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_rocks/rock_01.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_rocks/rock_06.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_rocks/rock_03.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_rocks/rock_06.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_rocks/rock_05.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/jungle/tree_crysis.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/jungle/tree_crysis.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_rocks/rock_03.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_rocks/rock_01.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_rocks/rock_06.mdl)
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    Playstuff Member .ps SPHinx's Avatar
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    Re: KOTH Swaziland

    Quote Originally Posted by master85 View Post
    had a quick run - custom textures and models aren't found
    Blerg. Was trying out the Map Analyst program. Guess I don't have the hang of it.

    Thanks for checking. I will fix it.

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    Windows Only MacNetron's Avatar
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    Re: KOTH Swaziland

    give me a sign when you have and I'll upload the new version asap

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    Playstuff Member .ps SPHinx's Avatar
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    Re: KOTH Swaziland

    New, fixed version is ready. Thanks, Mac.

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    Re: KOTH Swaziland

    This version is 7 times bigger, so it looks packed with all stuff

    Uploaded a1a to the MapLab, deleted a1 just to be sure.

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    Greater crested hermit ninja Boylee's Avatar
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    Re: KOTH Swaziland

    It looks nice, but I'm afraid it's not so good to play First of all, it's HUUUGE, size of 5 CP map for me! First of all you have to run all the way just to reach the buildings - and it's not like you immediately enter the Point Area, there are still some corridors - and it's still the shortest way. I once accidentally (because of spawn location) took the left way and walked all around the map, that was a serious journey!
    The other thing is what someone (Monkeys?) said - players who capped the point have additional advantage in blocking the enemies way to point - thay have high ground and long sight line - it takes only a good sniper and demoman to hold it for ages I think it would be more interesting if the respawns were also on high (or even higher) ground and connected to main building with bridges (like some kind of treehouses) - only these who fell would have to take a longer, upward way.
    I think you should also make the windows near point a bit lower, so normal classes could jump through them. I would also like to see some dead pit where there's invisible wall at the moment (so close to point) - additional fun for pyros
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    Playstuff Member .ps SPHinx's Avatar
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    Re: KOTH Swaziland

    Thanks Angry. I will bring the scaling down. Perhaps I will try more of a U-shaped "mountain" around the central building. Stick the spawns on the cliff face; higher up, as you suggest.

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    Greater crested hermit ninja Boylee's Avatar
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    Re: KOTH Swaziland

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  13. #13
    StickZer0
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    Re: KOTH Swaziland

    Was very, very large and open outside the cap. As in, there was an unnecessary amount of space from spawn to the main building where the cap was. Please, reduce this! heh

    The height differences were quite insane - an average height difference of 256 units through the map was pretty mad, with the first height change being 384 units tall :s

    You could easily knock a good 128 units off the building and make it much better for climbing up and fighting on
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    Re: KOTH Swaziland

    Yea, I think we all agree it was too large

    Other than that, the gameplay seemed nice!
    Only comment are to the buildings to the right when exiting the spawn. They don't really seems necessary as they're just a long way around and they're a bit of a distraction from the main point.
    Seemed a bit redundant to have them actually.
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    Re: KOTH Swaziland

    Layout was good and the capture zone worked well I thought but as the others have said its a little too big and the journey to the zone is easily defended
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    AdminiBob almightybob's Avatar
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    Re: KOTH Swaziland

    As has been said, the whole map is just massive. I never saw an advantage to taking the route to the right, through the buildings, either - after you manage to cross no-man's land and get into the main building, you can get to wherever you want pretty easily, and quicker than you would have been going right. I suppose it's safer, but the trade-off never seemed worth it. Especially for KOTH where being quick is so important.

    The actual point itself, I liked. A good amount of routes to attack it, health and ammo nearby but not TOO close, and the treacherous ladder crossing to push people off
    Last edited by almightybob; 18-10-2010 at 18:34.
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    Re: KOTH Swaziland

    Demos: http://dl.dropbox.com/u/1766697/blue...aziland_a1a.7z

    Fsr most of the demos for swaziland were broken, I'm sorry I don't know why.
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