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Should I make a C&C based map for TF2?
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Well?
RA based
41%
 41%  [ 5 ]
Tib based
50%
 50%  [ 6 ]
No
8%
 8%  [ 1 ]
Total Votes : 12

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DaFool
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Joined: 07 Nov 2006

PostPosted: Wed Dec 10, 2008 8:50 pm    Post subject:  Should I make a C&C based map for TF2? Reply with quote  Mark this post and the followings unread

I've have been playing that game ALOT lately, and I noticed that some others here have too. Gufu also pointed out the map maker to me recently, so like, I could make a map... But what should I base it on? What do you guys think?

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Lt Albrecht
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Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Wed Dec 10, 2008 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

RA3, the cartoonyness fits.

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DaFool
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Joined: 07 Nov 2006

PostPosted: Wed Dec 10, 2008 9:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm, I think I ill make an island based map, but it has too have lots and lost of buildings, lest soldiers and snipers become the only usable classes.

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DoMiNaNt_HuNtEr
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Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Thu Dec 11, 2008 12:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Make tiberium, and make it kill.

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gufu
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Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Thu Dec 11, 2008 1:03 am    Post subject: Reply with quote  Mark this post and the followings unread

DoMiNaNt_HuNtEr wrote:
Make tiberium, and make it kill.

Possible, as it is possible to create area which hurts the player. Now, who will actually make all the tiberium? >_>

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DaFool
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Joined: 07 Nov 2006

PostPosted: Thu Dec 11, 2008 3:45 am    Post subject: Reply with quote  Mark this post and the followings unread

yay, make a gazillion little crystals, just for an area that people will avoid!

I'm doing bay of pigs.

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gufu
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Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Thu Dec 11, 2008 6:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, yes please. CP or CTF, though? The payload mode won't work, sadly.

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DaFool
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Joined: 07 Nov 2006

PostPosted: Thu Dec 11, 2008 12:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

How about both?

And payload doen't work for fan made stuff? That sucks. It could have worked very well.

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Dutchygamer
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Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Dec 11, 2008 5:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lol, how do you make TF2 maps #Tongue

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DaFool
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Joined: 07 Nov 2006

PostPosted: Thu Dec 11, 2008 5:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

with one of these #Tongue

But really, the source sdk is available on steam, which you can download for free, and included in that is "hammer", the map maker.

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Dutchygamer
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Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Dec 11, 2008 5:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lol @ pic #Tongue
If I have some free time, I really should get that program...

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Lt Albrecht
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Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Thu Dec 11, 2008 7:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

But you have no free time, only MV time... And no free will, only MY WILL!!!!! MUAHAHAHA!!!!! #Tongue

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DoMiNaNt_HuNtEr
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Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Thu Dec 11, 2008 7:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

BARRFFF!!! Hhoulaaguoh.... Ahem. *spits* That's a sick lookin' mouse.

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Ixonoclast
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Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Thu Dec 11, 2008 8:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do Tiberian based.

RA might have always been the fixed version of C&C, the refined version, the patched version, the new version, but it never NEVER had the magic of green mutating crystals.

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Lt Albrecht
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Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Thu Dec 11, 2008 8:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

In a way, but does the tiberian series have everyone's favourite crazy-haired physicist or electricity shooting weapons or STALIN? no, although it does have a commando who likes to shoot left handed.

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DaFool
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Joined: 07 Nov 2006

PostPosted: Thu Dec 11, 2008 11:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm doing RA. The styles are more similair, and the things found around TF2 match up to some extent the RA universe.

Russians, Americans, and Europeans...
Red vs Blue...
The textures are more reminiscent of RA (brick)
And the whacky props found in TF2 (laser beams, rocket ships, secret spy headquaters hidden under a farm silo)

SHould I make Bay of pigs into three sections (so it would have different rounds) or should I make it one giant thing?

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OmegaBolt
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Joined: 21 Mar 2005
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PostPosted: Fri Dec 12, 2008 12:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Different rounds (Although BoP sucks anyway #Tongue ).

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Apex
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Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Fri Dec 12, 2008 1:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Have Allied and Soviet buildings in the game #Tongue Possible some rubble of tanks from the battle. Maybe having the rounds split the map in half. One side has the Allied, other has the Soviet. Although you would have to make the sides quite different. You could have one side have the base further developed and have more destroyed buildings/vehicles. You should have Allied and Soviet defenses also be a hazard to avoid, and possibly make them destroyable.

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DaFool
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Joined: 07 Nov 2006

PostPosted: Fri Dec 12, 2008 6:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm not that good of a modeller when it comes to making things inside of Hammer. Rubble tanks-no. Sov and Allied buildings-maybe pushing left. Like I could defiantly make the soviet barracks, just minues the dude on top. The allied baracks would be more tricky, but doable. There are lots of radar dish "props", which I could use to make the soviet radar building.

My original plan for a map was having a soviet fortress (due to the lack of actuall fortress in the team fortress 2). I was going to do most of the buildings, have underground tunnels connecting them, and just make it awesome. But I scraped it, and now I am doing BoP.

So this is how it's situated so far; I got a soviet "building" on a little patch of land that containes all the spawn stuff, and then a little path of ground leading to the mainland. On either side is two civilian buildings with stairs in them leading to good sniping positions. Then there is the big concrete thing (see BoP) that kinda looks like a raised fort. There is a warehouse building up there and it's where blue is located. If payload worked, there was gonna be a train track straight from the warehouse door to the soviet building. When I get home, I'll show some of the WiP pics.

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