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cp_mainline_rc6

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Download

http://www.fpsbanana.com/maps/download/121908

Change Log from RC5 to rc6

-Removed the "fake doors"

-Big fps boost around 2nd and mid point.

-Removed the crate at mid and placed a platform

-Made 2nd easier to defend by putting a door where the glass window was so that makes it easier to defend it.

-Removed the small health pack at 2nd point.

-Lowered the cap point on last, height wise so it should be easier to attack it and attacking it.

-Removed the big pipe on last and raised the ground so its easier accessing the point.

-Fixed the splash dmg at mid.

-Added a cover when you get out of the first spawn so it takes some time to get around it and get to the point and people wont hide in the spawn.

-Made mid less scout friendly by removing the boxes so it will take more time for a scout to get up the train.

-Fixed a few other things as well.

-Moved the ammo pack on 2nd so its easier to see.

-Moved back the health cabinets in the spawn so its easier to attack last.

-Lowered the respawn times.

-Widen all the small entrances.

-Drastically shorten the valley side so its more useful now.

-Resized the size of the last point so its much smaller now for 6v6.

-Reworked all the interior areas.

-Added a route at last.

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Conflicting themes.

Corridor syndrome.

Tall building syndrome.

What happened to alphas?

Doesn't feel like TF2

Buildings make little sense.

Drop the attitude.

Lighting is way out of place for the skybox.

Need I go on?

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Conflicting themes.

Corridor syndrome.

Tall building syndrome.

What happened to alphas?

Doesn't feel like TF2

Buildings make little sense.

Drop the attitude.

Lighting is way out of place for the skybox.

Need I go on?

Ginger Lord agrees with the above statement and recommends you spend more time planning and working on maps, rather than trying to get them done quickly.

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Conflicting themes.

Corridor syndrome.

Tall building syndrome.

What happened to alphas?

Doesn't feel like TF2

Buildings make little sense.

Drop the attitude.

Lighting is way out of place for the skybox.

Need I go on?

Ginger Lord agrees with the above statement and recommends you spend more time planning and working on maps, rather than trying to get them done quickly.

Agreed.

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DOWNLOAD

http://forums.tf2maps.net/showthread.php?t=9967

Change Log from B1 to b2

-Fixed spawn doors sticking out when opening.

-Fixed some nodraw visisble leaks in some places.

-Fixed a bunch of playerclipping problems.

-Disabled collision on some props.

-Added 3D skybox

-Redesigned middle cap, and the bridge.

-Added some height variation to 2nd and 1st cap.

-Added an underground path to the middle point.

-Increased the fog.

-Added more details.

-Added more lights.

-Increased fps at mid point.

-Reduced the filesize by 7 MB.

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Beta 3 is out

Change Log from B2 to b3

-You can finally get on the trees.

-Fixed some clipping problems.

-Fixed some no draw issues around the map.

-Added more details.

-Fixed a problem with the mid cap.

-Added more health/ammo.

-Added more lights in some areas.

-Fixed the stairs in the middle.

-Fixed the deadly doors.

-Retextured some parts of the map.

-Improved fps in the mid point.

-Fixed a problem with the underwater route.

-Reduced the filesize a bit.

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I think you need to change the light_environment. The yellow lighting with a red sky doesn't really work.

Otherwise the map is solid while playing through it imo. Just work on some of the lighting.

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