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Icarus
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Map Name: Vector
 

Map Version: Final
 

Released: 06-03-2009
 

Last Update: 07-16-2009
 
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via tf2stats.net
Gametype: Capture the Flag


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Default Vector



Vector (CTF) Release 1.0
by Eric "Icarus" Wong
Email: ericgfwong@hotmail.com
Download: FPSBanana
Mirror: TF2Maps.NET

Featuring: The Ultra-Sapper (Intel Replacement), by Rexy

A classic game mode --with a twist!
Hidden away behind an electric company front is a sprawling underground RED base. Control rooms direct remote operatives, and ominous devices are constructed in mysterious voids. Unwilling to live with the fact that RED has a fancy new

machine, BLU develops a super-powered ultra-sapper and sets out to destroy RED's contraption before it can be activated.

Vector is a three-stage Attack & Defend map, similar to Dustbowl, except a large ultra-sapper is required to capture each progressively fortified Control Point. Teamwork and coordination can be used to create an alternative means to

victory other than brute force. Teammates can create a distraction long enough for the carrier to speed by and capture the point. Just don't forget: the RED team can block enemy captures by standing on the Control Point.

Objective:
BLU wins by bringing the Sapper to all Control Points before the time runs out. RED wins by preventing all Control Points from being captured.

Other Notes:
RED can block captures by standing near the Point. Dropped Sappers returns to the Base after 60 seconds.


Special Thanks:
Broken:Tripod-Turret
Shmitz
Phil
Eerieone
Dr. Spud
Shmitz
Supertoaster
Artesia
A Boojum Snark
Rexy
NovaSilisko
Radaka
Void
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www.clanwoof.com

Old 06-03-2009, 01:45 AM   #1
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been waiting to see your entry

=P
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Old 06-03-2009, 05:02 AM   #2
Psyphil
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Quote:
Originally Posted by Icarus
I'm going to take a looooooong break from mapping.
One whole week! ^^ Looking forward to see how this turns out
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Old 06-03-2009, 09:10 AM   #3
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"Tags: Made into 20 maps later"

The map looks interesting so far. The small capping huts are sticky heaven, but I believe that's a necessity with the fast capping mechanic.

I'm not sure about the two large med kits in the first area (not counting the one in the house). I know that red needs the some advantages to keep the flag carrier away, but two seem a bit much. Maybe the one on the left side (coming from blu spawn) should be reduced to a medium one.
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Old 06-03-2009, 10:13 AM   #4
Icarus
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I took a page from Dustbowl when placing pickups. We'll see how it plays on Sunday.

I'm pretty much shooting in the dark here, since there's no real standard for these kinds of maps.

BTW, can anybody confirm if the custom announcements are working?
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Old 06-04-2009, 01:38 AM   #5
Icarus
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Special thanks to everyone who showed up to the preview and had the patience to deal with A1.

A2 has been released.
http://forums.tf2maps.net/downloads....=1556&act=down



-Lengthened the overall size of the map
-Added an additional stairway to the upper alcove in the canyons
-Remade Command Point 2 to make it easier to defend
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Old 06-04-2009, 02:36 AM   #6
red_flame586
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that looks great, well done
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Old 06-04-2009, 06:11 AM   #7
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Can't wait to check out A2, what was hanging me up about A1 was it seemed underscaled (I think that's the first map I've playtested that has been underscale). I'm sure plenty of other gameplay issues exist, but that seemed to prevent anything else from being readily apparent.
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Old 06-04-2009, 01:35 PM   #8
Mr. Hanz
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We played it some 30 mins ago, and it was quite fun with ~12 ppl. It seemed the first point was bit hard when you put a sentry in the cp building, but the 2nd point seemed more easily than the first, don't really know why.

Anyway, can't wait to play the other stages.
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Old 06-04-2009, 02:37 PM   #9
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lol @ the tags, I think some mods might need to start cleaning up thread tags....
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