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pl_dustbowl_b2 
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Post pl_dustbowl_b2
Dustbowl the payload version. Check it out http://www.fpsbanana.com/maps/54543

Looks pretty good to me and has the advantage of having a layout people will be mostly familiar with ;)


Thu May 22, 2008 5:10 am
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Post Re: pl_dustbowl_b2
Looks cool. ;)

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Thu May 22, 2008 7:22 am
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Post Re: pl_dustbowl_b2
Does look a great conversion, and will look forward to having a go.

As a pyro who likes to attack from behind ;) , I am not sure about the change to the underground tunnel on the final stage though.
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Thu May 22, 2008 1:15 pm
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Post Re: pl_dustbowl_b2
Agreed, will be interesting to see how that plays.

Imagine it will pop up on the rotation soon. Perhaps, if it's good, have it rotate on the Goldrush server as a Payload server?


Thu May 22, 2008 1:28 pm
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Post Re: pl_dustbowl_b2
Yeah will be good to see this in the rotation. :)

Have yet to wander round, but the screenshots look good. I'm surprised Valve didn't make this themselves. Afterall they made well a CTF level...

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Thu May 22, 2008 2:03 pm
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Post Re: pl_dustbowl_b2
I had a short play of the map, surprisingly plays well.

I did find it a bit of a git to defend it but as i say was only a quick play, so i can't give a full review :)

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Thu May 22, 2008 11:45 pm
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Post Re: pl_dustbowl_b2
Havent played yet, but as soon as I heard about the payload gamemode, i noticed that the rail tracks in DB (especially stage 2) would present themselves quite nicely to be converted to PL...

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Fri May 23, 2008 8:25 am
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Post Re: pl_dustbowl_b2
I'd love to see a Badlands conversion. 1 big stage and the grand finale as you try to get the payload through the RED's building! It would be carnage of the highest degree :D

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Fri May 23, 2008 9:21 am
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Post Re: pl_dustbowl_b2
Valves next big thing is a similar mode to payload where you can build on the cart with sgs so its liek a mobile base, the ysaid they wanted to try that anyways


Fri May 23, 2008 1:37 pm
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Post Re: pl_dustbowl_b2
I've had some fun with this map. The flow of the map changed, and areas that would normally have few players on them (such as the sniper deck stage 1 cap 2) became sentrygun hotspots. Some of the buildings that would hold the capture points became useless and felt a bit out of place, as nobody was actually in them. I didn't like the changes to the tunnel on stage 3, which allow the blu team to flank the reds but reds cannot flank the blus because the stairs down to the tunnel has been changed to a dropdown hole. Spies already have a hard time on dustbowl without removing their sideroutes as well.


Fri May 23, 2008 10:27 pm
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