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Koth_waste_pro
1
#1
cp_granary_pro
13 Frags +

LATEST VERSION (a19): https://www.dropbox.com/s/ywm3xf3wys7kik7/koth_waste_pro_a19.bsp

So now that coalplant is a possible bust, I scavenged some spare time to finish up the next version of waste pro.

A19: fixed some clipping issues and bugs from a18

http://i.imgur.com/13vpK0U.jpg

http://i.imgur.com/Z4lKM6v.jpg

http://i.imgur.com/Nly4XI6.jpg

http://i.imgur.com/GJwN0RM.jpg

http://i.imgur.com/WxcmDUv.jpg

http://i.imgur.com/fkBYcf4.jpg

Make sure to report any issues or bugs.

[b]LATEST VERSION (a19):[/b] https://www.dropbox.com/s/ywm3xf3wys7kik7/koth_waste_pro_a19.bsp

So now that coalplant is a possible bust, I scavenged some spare time to finish up the next version of waste pro.

A19: fixed some clipping issues and bugs from a18

[img]http://i.imgur.com/13vpK0U.jpg[/img]
[img]http://i.imgur.com/Z4lKM6v.jpg[/img]
[img]http://i.imgur.com/Nly4XI6.jpg[/img]
[img]http://i.imgur.com/GJwN0RM.jpg[/img]
[img]http://i.imgur.com/WxcmDUv.jpg[/img]
[img]http://i.imgur.com/fkBYcf4.jpg[/img]


Make sure to report any issues or bugs.
2
#2
-8 Frags +

its not badlands

its not badlands
3
#3
6 Frags +

Literally worse than saying "first!".

On topic: Pipe <3 Kinda wish you used the same props on granary to keep it up, it looks nicer. Also maybe the pipe should've gone the other way, at 90

Literally worse than saying "first!".

On topic: Pipe <3 Kinda wish you used the same props on granary to keep it up, it looks nicer. Also maybe the pipe should've gone the other way, at 90
4
#4
2 Frags +

Did you remove the water on mid?

Did you remove the water on mid?
5
#5
cp_granary_pro
6 Frags +
BenroadsDid you remove the water on mid?

yea it's all gone

[quote=Benroads]Did you remove the water on mid?[/quote]

yea it's all gone
6
#6
0 Frags +

:[

Crazy jumps on mid was the best part imo.

Not sure about the pipe seems really out of place and not sure if it would flow well. Try talking to the new map weekends guys and maybe we can playtest it.

:[

Crazy jumps on mid was the best part imo.

Not sure about the pipe seems really out of place and not sure if it would flow well. Try talking to the new map weekends guys and maybe we can playtest it.
7
#7
cp_granary_pro
1 Frags +
Benroads:[

Crazy jumps on mid was the best part imo.

Not sure about the pipe seems really out of place and not sure if it would flow well. Try talking to the new map weekends guys and maybe we can playtest it.

a lot of people complained about the water so I removed it, the mid definitely isn't ready yet and I'll probably clean it up and add a theme before it gets play tested. :)

[quote=Benroads]:[

Crazy jumps on mid was the best part imo.

Not sure about the pipe seems really out of place and not sure if it would flow well. Try talking to the new map weekends guys and maybe we can playtest it.[/quote]

a lot of people complained about the water so I removed it, the mid definitely isn't ready yet and I'll probably clean it up and add a theme before it gets play tested. :)
8
#8
3 Frags +

WASTE SON

WASTE SON
9
#9
cp_granary_pro
3 Frags +

a3 is out!
http://i.imgur.com/Sy1kogR.jpg
https://www.dropbox.com/s/7zzmiiqlrk76on0/koth_waste_pro_a3.bsp

a3 is out!
http://i.imgur.com/Sy1kogR.jpg
https://www.dropbox.com/s/7zzmiiqlrk76on0/koth_waste_pro_a3.bsp
10
#10
0 Frags +

I liked playing waste. Hopefully it continues to be polished and is ready after this next round of seasons. Try and get it in OZFL as well, we play custom maps in our ladder over here, to give them a go and see if they would be good for playing in OWL, our main competition.

I liked playing waste. Hopefully it continues to be polished and is ready after this next round of seasons. Try and get it in OZFL as well, we play custom maps in our ladder over here, to give them a go and see if they would be good for playing in OWL, our main competition.
11
#11
cp_granary_pro
0 Frags +

b1 is out! (idk if this made it better, I'll need opinions!)
I think it makes it a more viable place to push but there is less flanking
http://i.imgur.com/nstB4SB.jpg
https://www.dropbox.com/s/jq45vxvj3tzwd7d/koth_waste_pro_b1.bsp

b1 is out! (idk if this made it better, I'll need opinions!)
I think it makes it a more viable place to push but there is less flanking
http://i.imgur.com/nstB4SB.jpg
https://www.dropbox.com/s/jq45vxvj3tzwd7d/koth_waste_pro_b1.bsp
12
#12
0 Frags +

i like it so far, could you add stairs to the top of house maybe on each side? that mite b cool

i like it so far, could you add stairs to the top of house maybe on each side? that mite b cool
13
#13
cp_granary_pro
0 Frags +
unfi like it so far, could you add stairs to the top of house maybe on each side? that mite b cool

which house?
the one in the a3 pic beside the barrel?

[quote=unf]i like it so far, could you add stairs to the top of house maybe on each side? that mite b cool[/quote]

which house?
the one in the a3 pic beside the barrel?
14
#14
0 Frags +

yea sorry i didnt realize you removed the house from b1

i was thinking getting on top of the house, as sniper/ combo in certain situations, or just playing on the ramp might have been pretty cool

https://dl.dropboxusercontent.com/u/78898876/Sy1kogR.jpg

yea sorry i didnt realize you removed the house from b1

i was thinking getting on top of the house, as sniper/ combo in certain situations, or just playing on the ramp might have been pretty cool

[img]https://dl.dropboxusercontent.com/u/78898876/Sy1kogR.jpg[/img]
15
#15
2 Frags +

or maybe it wasnt removed, i just looked at the picture quickly, perhaps a bridge like this which would give better movement between the 2 sides

https://dl.dropboxusercontent.com/u/78898876/nstB4SB.jpg

or maybe it wasnt removed, i just looked at the picture quickly, perhaps a bridge like this which would give better movement between the 2 sides

[img]https://dl.dropboxusercontent.com/u/78898876/nstB4SB.jpg[/img]
16
#16
cp_granary_pro
1 Frags +

The house is still there in b1 and I don't plan to remove it. The problem is that there is clipping above the wall so if you're able to get on top of that house you can just spam for free down onto the other side. I could remove the clipping but i feel there would be way too many bombing soldiers and demos.

http://i.imgur.com/0E6QqXe.jpg

The house is still there in b1 and I don't plan to remove it. The problem is that there is clipping above the wall so if you're able to get on top of that house you can just spam for free down onto the other side. I could remove the clipping but i feel there would be way too many bombing soldiers and demos.

[img]http://i.imgur.com/0E6QqXe.jpg[/img]
17
#17
1 Frags +

thats a good point, perhaps add a mesh fence up there like snakewater has and some other maps like granary last?

thats a good point, perhaps add a mesh fence up there like snakewater has and some other maps like granary last?
18
#18
cp_granary_pro
1 Frags +

Yea I'll see what I can do. I should have b2 done by tonight.
maybe we can get a playtest after that.

Yea I'll see what I can do. I should have b2 done by tonight.
maybe we can get a playtest after that.
19
#19
cp_granary_pro
3 Frags +

b3 is out! I think I'm done editing it until it's tested or something.

http://i.imgur.com/KwKgzHy.jpg

b3 is out! I think I'm done editing it until it's tested or something.

http://i.imgur.com/KwKgzHy.jpg
20
#20
0 Frags +

nice work, i like it

nice work, i like it
21
#21
0 Frags +

Now, waste never had the most interesting mid, but I don't think replacing the under passage with the slope helps. It takes away much of what little geometry the area had, and removes an important path from one side of the map to the other.

The pipe feels really out of place, both in aesthetics and layout. The struts particularly. Also it's badly constructed, robbing half of my frames look along it, which is probably because I can see into it through the cracks.

The boxes on the crates are also out of place, and despite their model not being flush with the crate, the hitbox still is.

Edit: Oh, I like that the water is removed now, even if it makes all that pipework look a little out of place now. Time to re-work the under-path entirely?

Now, waste never had the most interesting mid, but I don't think replacing the under passage with the slope helps. It takes away much of what little geometry the area had, and removes an important path from one side of the map to the other.

The pipe feels really out of place, both in aesthetics and layout. The struts particularly. Also it's badly constructed, robbing half of my frames look along it, which is probably because I can see into it through the cracks.

The boxes on the crates are also out of place, and despite their model not being flush with the crate, the hitbox still is.

Edit: Oh, I like that the water is removed now, even if it makes all that pipework look a little out of place now. Time to re-work the under-path entirely?
22
#22
-6 Frags +

You know what his map really needs? A spire

You know what his map really needs? A spire
23
#23
cp_sunshine, cp_cardinal
4 Frags +

FYI: Your map has a leak. Load the pointfile in hammer and fix it for next version, please.

FYI: Your map has a leak. Load the pointfile in hammer and fix it for next version, please.
24
#24
1 Frags +

So we gave Waste a playthrough in New Map Weekends tonight.

koth_waste notes:

-Really easy to spawn camp

-Spawn doors are massive

-Forward holding is literally spawncamping

-Long hallway is really easy to spam against scouts, forcing them to walk straight through

-Gigantic sniper sightlines

-Spawn is very weird - you never face forward, and you have to do a ridiculous jump to get to the other exit

-Map leak

-Pipe is 100% useless - either remove it or improve clipping

-Super easy to spam even with prefire

-No truly safe place for medics to hold, very jumping friendly

-Textures and phong broken

General opinion is that Waste should be in alpha testing, not beta. Map plagued by lots of big problems, both gameplay and technical.

So we gave Waste a playthrough in New Map Weekends tonight.
[quote]
koth_waste notes:

-Really easy to spawn camp

-Spawn doors are massive

-Forward holding is literally spawncamping

-Long hallway is really easy to spam against scouts, forcing them to walk straight through

-Gigantic sniper sightlines

-Spawn is very weird - you never face forward, and you have to do a ridiculous jump to get to the other exit

-Map leak

-Pipe is 100% useless - either remove it or improve clipping

-Super easy to spam even with prefire

-No truly safe place for medics to hold, very jumping friendly

-Textures and phong broken[/quote]

General opinion is that Waste should be in alpha testing, not beta. Map plagued by lots of big problems, both gameplay and technical.
25
#25
cp_granary_pro
0 Frags +

alright, thanks for the info and the playtest! I'll have something in the next couple days.

alright, thanks for the info and the playtest! I'll have something in the next couple days.
26
#26
1 Frags +

I don't like how you changed the textures. The original ones were actually fine IMO. You're now using HL2 textures, which is something you should never do when making a TF2 map.

I don't like how you changed the textures. The original ones were actually fine IMO. You're now using HL2 textures, which is something you should never do when making a TF2 map.
27
#27
cp_granary_pro
3 Frags +

a10 is out! (latest version)
https://www.dropbox.com/s/ad71lcvuxnzuqqb/koth_waste_pro_a10.bsp

changes:
-different mid
-pipe removed
-little house closed off
-big reduction in sniper sight lines
-fixed some clipping
-fixed lighting
-fixed leaks (the original verson of koth_waste already had very many map leaks so this took a while)
-original paint
-different placement of healthkits
-added another door by choke
-better spawns
-better spawn doors
-hopefully the easy spam is fixed by changing the direction of the stairs and crates
-added giant fence to prevent rocket jump spam
-went back to alpha (idk why I put beta on it in the first place)

a10 is out! (latest version)
https://www.dropbox.com/s/ad71lcvuxnzuqqb/koth_waste_pro_a10.bsp

changes:
-different mid
-pipe removed
-little house closed off
-big reduction in sniper sight lines
-fixed some clipping
-fixed lighting
-fixed leaks (the original verson of koth_waste already had very many map leaks so this took a while)
-original paint
-different placement of healthkits
-added another door by choke
-better spawns
-better spawn doors
-hopefully the easy spam is fixed by changing the direction of the stairs and crates
-added giant fence to prevent rocket jump spam
-went back to alpha (idk why I put beta on it in the first place)
28
#28
0 Frags +

Good job, man. If it's okay so say, though, I'm not really a huge fan of the pipe above the point. I'll have to play the map to get a better feel for it. Other than that though, this is looking pretty good.

Good job, man. If it's okay so say, though, I'm not really a huge fan of the pipe above the point. I'll have to play the map to get a better feel for it. Other than that though, this is looking pretty good.
29
#29
cp_granary_pro
0 Frags +
kirbyGood job, man. If it's okay so say, though, I'm not really a huge fan of the pipe above the point. I'll have to play the map to get a better feel for it. Other than that though, this is looking pretty good.

the pipe is gone, disregard any of the pictures in the comments, the ones on the first post are of the latest version.

[quote=kirby]Good job, man. If it's okay so say, though, I'm not really a huge fan of the pipe above the point. I'll have to play the map to get a better feel for it. Other than that though, this is looking pretty good.[/quote]

the pipe is gone, disregard any of the pictures in the comments, the ones on the first post are of the latest version.
30
#30
1 Frags +

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