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[TF2] CP_Great_Heights


tofu

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CP_Great_Heights

by toutfou

Some of you may have seen some screenshots of mine in the WIP in WIP thread. Although I'm still quite fond of the old version - I decided to start from scratch a couple of weeks ago.

CP_Great_Heights is a one round, CP map. Setup in Gravel Pit fashion with 2 primary CP's to capture before the last. As the name implies, it's an uphill battle for Blu from the very beginning, but to alleviate that uphill march, there are some bonuses awarded to them for capturing A and B!

cp_great_heights001.jpg

cp_great_heights002.jpg

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Thanks for the feedback fellas!

Whoa dude that HDR and color Correction is wicked!

Cheers! But no colour correction just yet ;) I just used a different hue for the Sun, instead of the light orange/yellows in most original tf setups.

There isn't much in the way of scaffolds so to speak, but the big rock arch will have some stairway scaffold support when I get to detailing. I also added one mini rock/step path to one area and it came out really well - so I'll look at adding a few more of those once I work on the main 'stump' deformations.

I noticed you're from Aus, if anyone else is, I've rented a server for playtests - the first one starts tomorrow, so if you're interested, add me to steam!

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Very nice design dude. Teleporters are going to be a must so be sure to include a few safe spots to hide one, those heavies will be crying like babies for some help, I like it :banjo:

Cheers, funny you should mention the TP's ;) They're the bonuses rewarded for capturing A & B! (indestructible)

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Nice! I don't know how you are implementing them, but make sure the entrances and exits are set inside some kind of respawn room (as in a room where only your tem can enter) to prevent sticky bomb and sniper camping on the exits.

Also make them less than optimal so an engineer can still be useful with teleports of his own :banjo:

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Nice! I don't know how you are implementing them, but make sure the entrances and exits are set inside some kind of respawn room (as in a room where only your tem can enter) to prevent sticky bomb and sniper camping on the exits.

Also make them less than optimal so an engineer can still be useful with teleports of his own :banjo:

Yeah that's all been taken care of :) Engies are permitted to build their entrances inside the safe zone as well, so only their exits are sappable. Whilst that's a bit unfair to spies, the map itself doesn't play much in the offensive engie's favour - we'll see how it pans out over the playtests.

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