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Old 11·01·2009, 23:51
Game
Team Fortress 2
Map Type
Duel
Released
11·01·2009
Ideal Team Size
2
Teams
2
Downloads
130
arena_ultiduo
by OnionS
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Make sure you use:
mp_tournament 1
tf_arena_max_streak 0
tf_arena_preround_time 5

Notes:
Lifts and doors have blocking damage.
Anyone in spawn after 15 seconds of start will be killed.

Thanks:
a-cubed
AFO
FASE
kam
ozfl admins
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#2
Old 12·01·2009, 01:12
Melbourne
21 Years Old
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[nGR]Scarecrow Scarecrow is offline aka Scarecrow4242
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Looks good, great work.
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#3
Old 13·01·2009, 07:16
France
1,212 Posts
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n0de n0de is offline
Supported Lag Relief '09
good work OnionS!!
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#4
Old 13·01·2009, 10:40
Australia
310 Posts
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tls tls is offline aka Red Panda, Teardrop
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Just had a play through, seems really good to me.
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#5
Old 13·01·2009, 13:43
Sydney
25 Years Old
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vR*OnionS OnionS is offline
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NOTE: The lifts are not suppose to go all the way to the top, only scouts, demomen and soldiers can reach the top
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#6
Old 13·01·2009, 18:13
Australia
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[ALIVe]turtle turtle is offline aka TuRTle, ørchid
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good work.
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That is all.
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#7
Old 14·01·2009, 01:38
Sydney
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-A-wm wm is offline
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iPGN mirror
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#8
Old 14·01·2009, 13:19
Australia
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nossie nossie is offline
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i played it last night with a few mates and a one thing i noticed is that the spawn doors when they close its really annoying for the medic as you can get caught on the door and it makes it hard to get onto that little balcony part (in front of the spawn). maybe put a playerclip in that little section when the door closes? also the elevators seem a little to fast.. if you try and follow the solider onto it even like a second after you get hurt because you arent properly on it.

just my thoughts otherwise good map
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#9
Old 14·01·2009, 13:57
Sydney
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dynamic player clips = bad idea, if u get caught in one as it come alive, gg to ur movement
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#10
Old 14·01·2009, 14:27
Australia
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nossie nossie is offline
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so delay it. im sure you can work out a way of making it so if the players aren't that area make it there and if they are well why would u get rid of it? its a 1 way door :S (that's what you meant right?)
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#11
Old 14·01·2009, 15:31
Sydney
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ok, u lost me.

we went from balconies to u telling me that a 1way door is a 1way door

i'll just reiterate that spawning players clips onto any accessable part of the map is a bad idea, im not sure if there is a way to spawn clips only if that exact position is occupied.

either way im not gonna change the map now, so perhaps players need a greater awareness of the map, and not run into corners and expect to be diverted out of it.

if i ever do an updated version of the map i would most likely change some things as admittedly ive learned much more about tf2 mapping after releasing my first map.
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#12
Old 14·01·2009, 17:25
Australia
19 Years Old
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Looks awesome Onions, looks so different from when it was being tested
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#13
Old 14·01·2009, 17:32
Sydney
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less orange for sure
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#14
Old 14·01·2009, 18:57
Australia
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nossie nossie is offline
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Quote:
Originally Posted by OnionS View Post
ok, u lost me.

we went from balconies to u telling me that a 1way door is a 1way door

i'll just reiterate that spawning players clips onto any accessable part of the map is a bad idea, im not sure if there is a way to spawn clips only if that exact position is occupied.

either way im not gonna change the map now, so perhaps players need a greater awareness of the map, and not run into corners and expect to be diverted out of it.

if i ever do an updated version of the map i would most likely change some things as admittedly ive learned much more about tf2 mapping after releasing my first map.
right.. let me explain it again. say your playing medic. you follow your lovely pet solider out the door and your greet by rockets flying at you. so what do u do instinctively? you backpedal, straight into a door! so you try and strafe but you then get caught on the architrave (?) (the round part thats pushed out of the wall) which gets you stuck.
my suggestion: add a playerclip that either is created when the doors shut or are parented with the doors so that when they open they move and when closed they are there.

why? because you get stuck and its easy to die

is that more understandable? im not a very good at explaining things.. lol
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#15
Old 14·01·2009, 20:40
Sunshine Coast
23 Years Old
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He means an angled piece of noclip so players just "slide" across the little bits, rather then get stuck on them (ala the bracing in some of the red environments on cp_well) Valve added the angled pieces to a lot of granary to stop players getting caught on stuff that stuck out a bit, perhaps this is what he means.
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#16
Old 14·01·2009, 20:41
Sydney
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spawning the clip wont work cause if anyone is where the clip will be, they will get stuck
i could of parented the clip in but it's too late now

the general instinct from most of the beta testers was to either dodge the rocket or move out of the splash zone
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#17
Old 14·01·2009, 20:46
Sydney
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ir.Cubey Cubey is offline
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run forward duh
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#18
Old 14·01·2009, 22:06
Australia
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nossie nossie is offline
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i know you wont edit it thats just one nitpick i thought id say :P otherwise its a good map.

cubey you cant run forward theres a rocket there! (plus the other team but thats a minor thing /sarcasm lol)
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#19
Old 15·01·2009, 18:13
Perth
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«CRUZMISL CRUZMISL is offline
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Quote:
Originally Posted by wm View Post
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