Map looks great so far, I really like the ammo changes and choke fixes. I hope this gets some more attention in pug/league play.
there is a toxic barrell missing in red choke (dunno if anyone mentioned that yet)
MacAlso fixing the clipping on the side of shit-house so that bombing balcony isn't awful.
MacMacAlso fixing the clipping on the side of shit-house so that bombing balcony isn't awful.
I already did this.
smzithere is a toxic barrell missing in red choke (dunno if anyone mentioned that yet)
You mean blue choke? I'm on it b0ss.
I already did this.
[quote=smzi]there is a toxic barrell missing in red choke (dunno if anyone mentioned that yet)[/quote]
You mean blue choke? I'm on it b0ss.
oh look, its another "people thought there wasn't enough ammo so i remade the map" thread
[img]http://i.imgur.com/oDg41su.gif[/img]
https://gfycat.com/TartClearChickadee
would be nice if its possible to fix this shit
would be nice if its possible to fix this shit
Quick update! Thanks to everyone who helped me with bugs!
(Dropbox) Download: https://www.dropbox.com/s/jhgf17o6td7dont/cp_prolands_b1b.bsp?dl=0
cp_prolands_b1a -> cp_prolands_b1b
SMOOTHING/FIXING SPLASH:
- Made vents in lobby and last nonsolid.
- Made smoother clipping in balcony next to the crates.
BUG FIX:
- Fixed the shutter doors.
- Fixed gap in the wall allowing you to see into main from top right last.
- Fixed rooves I didn’t do properly.
Not gonna consider removing the scout winger jump from trash until I get more feedback on both it & the new opening itself.
(Dropbox) Download: https://www.dropbox.com/s/jhgf17o6td7dont/cp_prolands_b1b.bsp?dl=0
cp_prolands_b1a -> cp_prolands_b1b
SMOOTHING/FIXING SPLASH:
- Made vents in lobby and last nonsolid.
- Made smoother clipping in balcony next to the crates.
BUG FIX:
- Fixed the shutter doors.
- Fixed gap in the wall allowing you to see into main from top right last.
- Fixed rooves I didn’t do properly.
Not gonna consider removing the scout winger jump from trash until I get more feedback on both it & the new opening itself.
maybe raise this roof/wall to make walljumping from balc better?
idk if this is intentional but you can stand up here
smoothen out the area below dropdown so getting in and out isn't aids for soldiers/demos
[url=https://i.gyazo.com/8aeb37a7a9737337ede56da58df06fd3.jpg]maybe raise this roof/wall to make walljumping from balc better? [/url]
[url=https://i.gyazo.com/35d19a0461510ee308a1a41eefb207e7.jpg]idk if this is intentional but you can stand up here [/url]
[url=https://i.gyazo.com/bc6cec4d3448845a761f7c9964bab57c.jpg]smoothen out the area below dropdown so getting in and out isn't aids for soldiers/demos[/url]
CollaideChronic_- The spots you added in lobby and house are quite obvious but whatever, defending team pushing out of last will still have to clean themMy philosophy is making them into gameplay elements rather than bugs. This also makes it easier for new players to learn about them.
Alright, I think that's a good reason. This games has too many unintented shit and working our way to more visible and clearly defined hiding spots can only be beneficial imo (for both new player and for people that watch high level games wondering why tf people get to stand on lamps)
yewlIMO you should remove the new jump from trash to battlements. Just another buff to scout and easy backcap route.
We might want to see how the map plays with it. Only then if people complain about it being an annoyance and a game breaking feature, we might consider removing it.
Crymahttp://imgur.com/a/stgUz
unintentional spot i think
Most defo yeah, should also be removed imo
[quote=Chronic_]- The spots you added in lobby and house are quite obvious but whatever, defending team pushing out of last will still have to clean them[/quote]
My philosophy is making them into gameplay elements rather than bugs. This also makes it easier for new players to learn about them.[/quote]
Alright, I think that's a good reason. This games has too many unintented shit and working our way to more visible and clearly defined hiding spots can only be beneficial imo (for both new player and for people that watch high level games wondering why tf people get to stand on lamps)
[quote=yewl]IMO you should remove the new jump from trash to battlements. Just another buff to scout and easy backcap route.[/quote]
We might want to see how the map plays with it. Only then if people complain about it being an annoyance and a game breaking feature, we might consider removing it.
[quote=Cryma]http://imgur.com/a/stgUz
unintentional spot i think[/quote]
Most defo yeah, should also be removed imo
Rather than making such extensive changes in the first version I think you should take a more incremental approach. There were only like 3 things that were universally agreed should be changed (forward spawns, ammo, clipping) but now you've introduced a bunch of new little features throughout the map and most of them are entirely unnecessary (new props/ledges, eliminating hiding spots, changing cap time, etc). Take it slow and respect the original otherwise you're only going to introduce more things that upset people.
i think it would be nice to remove the lamp lights if you cant collide with them to use as hiding spots anyway
the ones in lobby, near dropdown, and in last itself
alternatively, if you want to keep them as light sources just put them so far up that they dont disturb movement or vision unnecesseraly
and i agree its better to make small changes and run around the map a bit to check symmetry problems before making the huge experimental changes
edit: the tire in balcony fence seems too gimmicky, since you can spam 2nd as soldier or demo jumping while on it
the ones in lobby, near dropdown, and in last itself
alternatively, if you want to keep them as light sources just put them so far up that they dont disturb movement or vision unnecesseraly
and i agree its better to make small changes and run around the map a bit to check symmetry problems before making the huge experimental changes
edit: the tire in balcony fence seems too gimmicky, since you can spam 2nd as soldier or demo jumping while on it
b4nnyRather than making such extensive changes in the first version I think you should take a more incremental approach. There were only like 3 things that were universally agreed should be changed (forward spawns, ammo, clipping) but now you've introduced a bunch of new little features throughout the map and most of them are entirely unnecessary (new props/ledges, eliminating hiding spots, changing cap time, etc). Take it slow and respect the original otherwise you're only going to introduce more things that upset people.
The idea is, as you sayed, to correct major issues that most of the people here agreed on.
The fact that more props and features were added just allows the community to test it in the first phases of beta and see what kind of impact those sorts of little things have on the flow of the game. If people find it annoying and game breaking, it can always be removed and reverted down the line.
The idea is, as you sayed, to correct major issues that most of the people here agreed on.
The fact that more props and features were added just allows the community to test it in the first phases of beta and see what kind of impact those sorts of little things have on the flow of the game. If people find it annoying and game breaking, it can always be removed and reverted down the line.
b4nnyRather than making such extensive changes in the first version I think you should take a more incremental approach. There were only like 3 things that were universally agreed should be changed (forward spawns, ammo, clipping) but now you've introduced a bunch of new little features throughout the map and most of them are entirely unnecessary (new props/ledges, eliminating hiding spots, changing cap time, etc). Take it slow and respect the original otherwise you're only going to introduce more things that upset people.
For the record, I eliminated one hiding spot and added one prop, it's not a huge change.
I knew this was coming so I put this in one of the first lines of the thread:
CollaideA lot of changes can be patched up fairly quickly, meaning that trying a feature out doesn’t necessarily make it permanent.
But yeah, what Chronix said.
For the record, I eliminated one hiding spot and added one prop, it's not a huge change.
I knew this was coming so I put this in one of the first lines of the thread:
[quote=Collaide]A lot of changes can be patched up fairly quickly, meaning that trying a feature out doesn’t necessarily make it permanent.[/quote]
But yeah, what Chronix said.
Can't wait to test this out in pugs, looks good so far
Added a tire to balcony, behind the fence. You can now jump to spire as scout without using the winger or the boston - basher. Not a huge change but it may improve accessibility to the spire ever so slightly.
visually small change but this should actually make taking spire a lot easier. pretty big change imo
also any plans to remove this spot?
visually small change but this should actually make taking spire a lot easier. pretty big change imo
also any plans to remove this spot?
[img]https://puu.sh/vQ0lz/940dc133a1.jpg[/img]
I'll see if I can sneak in this map instead of the league edition for my next scrim
riotbzAdded a tire to balcony, behind the fence. You can now jump to spire as scout without using the winger or the boston - basher. Not a huge change but it may improve accessibility to the spire ever so slightly.
visually small change but this should actually make taking spire a lot easier. pretty big change imo
also any plans to remove this spot?
https://puu.sh/vQ0lz/940dc133a1.jpg
why remove that spot it's easy to spot and relatively difficult to jump to, the only person ive ever seen use it is marmaduke once in a scrim
as banny said there are only a few things that people have widely agreed need to be changed, shit like this is just unnecessary
visually small change but this should actually make taking spire a lot easier. pretty big change imo
also any plans to remove this spot?
[img]https://puu.sh/vQ0lz/940dc133a1.jpg[/img][/quote]
why remove that spot it's easy to spot and relatively difficult to jump to, the only person ive ever seen use it is marmaduke once in a scrim
as banny said there are only a few things that people have widely agreed need to be changed, shit like this is just unnecessary
bearodactylwhy remove that spot it's easy to spot and relatively difficult to jump to, the only person ive ever seen use it is marmaduke once in a scrim
as banny said there are only a few things that people have widely agreed need to be changed, shit like this is just unnecessary
Well, now that someone is working on the map, might as well get rid of all gimmicks, right? I agree that it's not as important, but it's not like it's gonna take forever for him to find a solution.
as banny said there are only a few things that people have widely agreed need to be changed, shit like this is just unnecessary[/quote]
Well, now that someone is working on the map, might as well get rid of all gimmicks, right? I agree that it's not as important, but it's not like it's gonna take forever for him to find a solution.
TwiiKuubearodactylwhy remove that spot it's easy to spot and relatively difficult to jump to, the only person ive ever seen use it is marmaduke once in a scrim
as banny said there are only a few things that people have widely agreed need to be changed, shit like this is just unnecessary
Well, now that someone is working on the map, might as well get rid of all gimmicks, right? I agree that it's not as important, but it's not like it's gonna take forever for him to find a solution.
Seems kinda weird that now that people have taken the time to rework the map, people want to change all the little things that dont suit them perfectly. Funny that that spot never annoyed anybody because of how little it was actually used. I like to test out a few features that are supported by a group of people while we get rid of major issues with the map ( ammo, ...), but this must not be the occasion for everybody to come up with their own minor and personnal problems (even more when that's unjustified like for this spot on resup we are talking about). In fact, now that more people know that spot, it could had some depth to games.
as banny said there are only a few things that people have widely agreed need to be changed, shit like this is just unnecessary[/quote]
Well, now that someone is working on the map, might as well get rid of all gimmicks, right? I agree that it's not as important, but it's not like it's gonna take forever for him to find a solution.[/quote]
Seems kinda weird that now that people have taken the time to rework the map, people want to change all the little things that dont suit them perfectly. Funny that that spot never annoyed anybody because of how little it was actually used. I like to test out a few features that are supported by a group of people while we get rid of major issues with the map ( ammo, ...), but this must not be the occasion for everybody to come up with their own minor and personnal problems (even more when that's unjustified like for this spot on resup we are talking about). In fact, now that more people know that spot, it could had some depth to games.
Chronic_b4nnyRather than making such extensive changes in the first version I think you should take a more incremental approach. There were only like 3 things that were universally agreed should be changed (forward spawns, ammo, clipping) but now you've introduced a bunch of new little features throughout the map and most of them are entirely unnecessary (new props/ledges, eliminating hiding spots, changing cap time, etc). Take it slow and respect the original otherwise you're only going to introduce more things that upset people.
The idea is, as you sayed, to correct major issues that most of the people here agreed on.
The fact that more props and features were added just allows the community to test it in the first phases of beta and see what kind of impact those sorts of little things have on the flow of the game. If people find it annoying and game breaking, it can always be removed and reverted down the line.
bring too many variables into the mix at the same time though and you won't be able to clearly tell the impact each had
The idea is, as you sayed, to correct major issues that most of the people here agreed on.
The fact that more props and features were added just allows the community to test it in the first phases of beta and see what kind of impact those sorts of little things have on the flow of the game. If people find it annoying and game breaking, it can always be removed and reverted down the line.[/quote]
bring too many variables into the mix at the same time though and you won't be able to clearly tell the impact each had
b4nnyRather than making such extensive changes in the first version I think you should take a more incremental approach. There were only like 3 things that were universally agreed should be changed (forward spawns, ammo, clipping) but now you've introduced a bunch of new little features throughout the map and most of them are entirely unnecessary (new props/ledges, eliminating hiding spots, changing cap time, etc). Take it slow and respect the original otherwise you're only going to introduce more things that upset people.
Agree 100%.
Agree 100%.
lettobring too many variables into the mix at the same time though and you won't be able to clearly tell the impact each had
True, that's why I think we should only start with a few changes and see how they play out by testing them in actual games. Then gather feedback before modifying any other stuff. Because realistically, too few changes won't bring an impact to the game that's worth testing, hence starting with a few new features to test.
bring too many variables into the mix at the same time though and you won't be able to clearly tell the impact each had[/quote]
True, that's why I think we should only start with a few changes and see how they play out by testing them in actual games. Then gather feedback before modifying any other stuff. Because realistically, too few changes won't bring an impact to the game that's worth testing, hence starting with a few new features to test.
lettobring too many variables into the mix at the same time though and you won't be able to clearly tell the impact each had
On paper, that's true, but I don't think it's reasonable to argue that I've done too many changes as of right now.
EDIT: Which is why I won't make any more changes (unless they're bug fixes) until I get proper feedback.
On paper, that's true, but I don't think it's reasonable to argue that I've done too many changes as of right now.
EDIT: Which is why I won't make any more changes (unless they're bug fixes) until I get proper feedback.
Played in tonight (was a doublemix, but maybe it's still relevant), and the map flows really well, but there are some tweaks that I disagree on.
I feel like the small edge behind the fence on balcony should be back, it never has been an issue imo and it's pointless to remove it. On the same logic, iirc there's small edge behing the fence on top of spire, I'd like to see it back.
I feel like the small edge behind the fence on balcony should be back, it never has been an issue imo and it's pointless to remove it. On the same logic, iirc there's small edge behing the fence on top of spire, I'd like to see it back.
b4nny most of them are entirely unnecessary (new props/ledges, eliminating hiding spots, changing cap time, etc).
I don't see how remodding ledges is unnecessary its just a slight upgrade, also changing cap time was a must, this last point is so dreadful i still don't understand how some people find it balanced
to me what i mentionned + the other changes that were requested make this map just strictly better than regular badlands in every way
I don't see how remodding ledges is unnecessary its just a slight upgrade, also changing cap time was a must, this last point is so dreadful i still don't understand how some people find it balanced
to me what i mentionned + the other changes that were requested make this map just strictly better than regular badlands in every way
Elacourb4nny most of them are entirely unnecessary (new props/ledges, eliminating hiding spots, changing cap time, etc).also changing cap time was a must, this last point is so dreadful i still don't understand how some people find it balanced
Last cap time isn't changed though, spire is.
also changing cap time was a must, this last point is so dreadful i still don't understand how some people find it balanced
[/quote]
Last cap time isn't changed though, spire is.
https://gfycat.com/SameIllfatedBullmastiff
I sort of feel that these holes should be patched up, especially since they're inconsistent on each team, even if its a bit of a stupid thing.
I sort of feel that these holes should be patched up, especially since they're inconsistent on each team, even if its a bit of a stupid thing.
https://gfycat.com/SmallPerfumedBluefintuna
this can only be done on one side also, again kinda stupid but its inconsistent.
this can only be done on one side also, again kinda stupid but its inconsistent.
Reverting last point cap time to what it used to be is an absurd suggestion to make. If a scout sneaking by can cap it before you have time to react then this is an obvious flaw in map design and I am for one glad that this is no longer case. Keep the last cap time as it is.
I'm not too big on opening up balcony but w/e
I'm not too big on opening up balcony but w/e
FuxxReverting last point cap time to what it used to be is an absurd suggestion to make. If a scout sneaking by can cap it before you have time to react then this is an obvious flaw in map design and I am for one glad that this is no longer case. Keep the last cap time as it is.
I'm not too big on opening up balcony but w/e
that's why you check hiding spots, count players or leave a roamer on last
I'm not too big on opening up balcony but w/e[/quote]
that's why you check hiding spots, count players or leave a roamer on last