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remix
09-01-2009, 10:31 PM
http://i296.photobucket.com/albums/mm196/04Remix/sig.png
Current Version: A10F

Arctic Blast is a map designed by a competitive player for competitive players. My main goals in making this map are:

To remain original
To try and keep each control point in an open area: to avoid stalemating and allow soldiers/demoman maximum mobility
To allow a type of vertical battle at every control point
To balance each path to the next control so that no one path is greater than the others


View the Discussion Thread on TF2 Maps (http://forums.tf2maps.net/showthread.php?t=9257)

Ben
09-02-2009, 07:03 PM
Very cool. Middle point looks sick.

Graham
09-02-2009, 07:58 PM
Looks great. I gotta work on my map again...I have been too busy lately.

remix
09-05-2009, 07:41 PM
=========
09/05/2009 - Alpha 6d
=========
Gameplay
- Added new path from 2nd to 3rd
- Added in building between 2nd and 3rd
- Added a building overtop the middle point
- Reduced the size of middle
- Raised the height of the tunnel exit to 2nd so that only a scout can access it from the yard of the 2nd point
- Added a boathouse and rock at 1st to reduce effectiveness of a sniper from the tunnel
- Added miscellaneous cover at the first point
- Added two new windows to the building at 2nd
- Added a sign that directs players spawning at the 3rd forward spawn area

Bug Fixes
- Got rid of shadows given off by doors and the resupply lockers
- Fixed several "rough" displacements
- Cubemaps working properly
Looking for players willing to test custom maps in a 6v6 setting. Hit me up if you want to be involved:

http://steamcommunity.com/id/_remix

remix
10-03-2009, 09:36 PM
Alpha 9E has been released. Help me out people!!!
=========
10/03/2009 - Alpha 9E
=========
Gameplay
- Changed the building at 3rd point
- Decreased the size of 1/5 points
- Changed layout of building inbetween 2/3
- Added nobuild in trees
Aesthetics
- Finished texturing CP#1 on red side
- Finished texturing red spawn
- Finished texturing blue and red buildings that connect 2/3
Bugs
- Fixed some clipping issues at 1/5 near the snow ramps in the lower area
- Fixed clipping on logs at mid

v3locity
10-06-2009, 05:20 PM
Flat cliff walls make me sad :(, unless they're temporary in which case it's lookin' great! :P

Ben
10-06-2009, 05:43 PM
Is there a test server ?

remix
10-06-2009, 08:08 PM
Flat cliff walls make me sad :(, unless they're temporary in which case it's lookin' great! :P

Its temporary, trust me. The tunnel and the rock walls will all become displacements in time. I am trying to get the layout all ready to go before I move on to that. I have quite a few ideas for the additional aesthetics.

Is there a test server ?

No, we run pugs on the map within my clan. I am trying to get this map out to pugging communities at the moment to get it playtested by a different group of people.

Once this map hits its later beta stages, I might try to get a server up for it. I just don't think it would fill considering how unwilling the TF2 community is to try out new maps.

Hitman Smurf
10-06-2009, 09:06 PM
Looks cool, would love to try it out with some people. Might put it on my match server for testing.

v3locity
10-07-2009, 11:02 AM
Its temporary, trust me. The tunnel and the rock walls will all become displacements in time. I am trying to get the layout all ready to go before I move on to that. I have quite a few ideas for the additional aesthetics.

Yea, I assumed, just felt like givin ya shit for it :p

If you need any help with making the map let me know, I'd be happy to help.

remix
10-07-2009, 12:53 PM
Add me on Steam friends:

http://steamcommunity.com/id/_remix

Ben
10-07-2009, 01:27 PM
Once this map hits its later beta stages, I might try to get a server up for it. I just don't think it would fill considering how unwilling the TF2 community is to try out new maps.

TF2 seems to fill a comfort zone for some people. I have friends that won't play anything but 2fort...

It'd be cool to set up a test server with a fast map rotation (10-15mins?) and a tweaked voting system allowing only a few or just one user to immediately switch the map. Taking it further, the server's splash screen (that page that loads when you connect) could be pointed at a simple feedback form that doesn't require registration, so testers could be like "glitch at so and so" or "should add FaN jump here".

Then those of us that are interested can check out a bunch of alpha maps at once. It may not fill up with players, but it'd be better than just running on localhost.

v3locity
10-07-2009, 06:46 PM
Add me on Steam friends:

http://steamcommunity.com/id/_remix

Added

remix
02-01-2010, 10:54 AM
Zombie Map! Its back from the dead. Totally new layout and design, but under the same name for some odd reason.

=========
1/31/2009 - Alpha 10F
=========
- Totally new release of the map
- Recycled old 1/5 points and created new design

NeoRussia
02-01-2010, 05:09 PM
If this map was amazing before, it's plain outright perfect now. Finally a map that is not your generic bridge-in-the-middle deal. Invite to test please.

remix
02-01-2010, 11:28 PM
If this map was amazing before, it's plain outright perfect now. Finally a map that is not your generic bridge-in-the-middle deal. Invite to test please.

Wow thanks neo. I am planning on trying to gather as many people as possible outside of -nQa- to get a wider range of feedback. I will definitely hit you up to test the next version.

Sway
04-08-2010, 06:25 PM
remix -- are ya still working on this map?

I remember scrimming on it back in the day with nQa/RcR folks. I'd be happy to throw it on our server and hopefully run some PUGs or lobbies on it if you're still looking for further feedback. Loved it when I played it, I'm sure it's even better now.

ManBearPig
04-09-2010, 12:13 AM
since when have you made maps???