BloodyFlamehttp://www.youtube.com/watch?v=ycKUuyT3A-4
Takes about 10-11 seconds to get to mid as soldier and will leave you with almost full health at mid.
That's a real nice one, was looking for roamer rollouts the other day :)
BloodyFlamehttp://www.youtube.com/watch?v=ycKUuyT3A-4
Takes about 10-11 seconds to get to mid as soldier and will leave you with almost full health at mid.
That's a real nice one, was looking for roamer rollouts the other day :)
QuartzBloodyFlamehttp://www.youtube.com/watch?v=ycKUuyT3A-4
Takes about 10-11 seconds to get to mid as soldier and will leave you with almost full health at mid.
That's a real nice one, was looking for roamer rollouts the other day :)
I had something recorded very close to this but I a skip jump instead of a wall jump inside greek. But they'de be almost exactly the same time so no need for me to upload it. Currently messing around with some faster flank/choke rollouts.
http://i.imgur.com/uUI1GsD.jpg
I dont know what you have planned for this map but I think there should be some signs on this wall, like RED or whatever
http://i.imgur.com/8vhot5v.jpg
In this archway, if you face out as in the picture your character is dark, but if you face in towards the doorway your character is light.
http://i.imgur.com/uqegQ4N.jpg
I feel like this space is useless and will just eat rockets and such
http://i.imgur.com/EIb2ajG.jpg
Just a spot
http://i.imgur.com/R8wW6lx.jpg
You can stand on the X part, but you are actually sliding. The flat bar above the scout's head is not clipped, and I think you should be able to stand on it instead of the X
cage-*pictures*
for the first one: there actually are signs, they're just overlays and you have them disabled in your config
for the second one: i will fix that, there isn't a light in the doorway like the opposite one
for the third one: ok i will flatten that out
for the fourth one: yes that is a spot
for the fifth one: i will figure something out for that
http://i.imgur.com/9kwLf6c.jpg
It would be nice if you removed the clipping around these doors, they catch you on a lot of chain jumps.
Droidsterhttp://i.imgur.com/9kwLf6c.jpg
It would be nice if you removed the clipping around these doors, they catch you on a lot of chain jumps.
don't you worry droidy i will get that fixed up on every door for next version, and may or may not release it as b1a in the next few days with minor changes including that one and ones previously mentioned
if ya guys got any other suggestions/bugs throw em at me so i can fix em (you guys are super awesome)
http://www.youtube.com/watch?v=neROlJG-Z2U
Quick video of a trickjump on the map. Great job Phi, I hope this gets a chance to become one of next season's maps!
looking ahead for b2:
- simplification of ground+wall geometry. generally making everything 'flatter' and hopefully smoothing everything out.
- make last bigger/more spacious on right! that's funny! i was told in previous versions with nearly the exact same geometry that last was too big! idk man maybe adding props made it feel different.
- definitely opening up some of the areas on second, trying to make it feel flatter and more simplified.
- simplifying prop usage
- generally leaving mid alone
- working a bit on last transitions. something has to be done with the sewer entrance i guess.
- detailing? any of ya getting framerate issues?
- tryin to get more pugs. idk. some people complain a lot about things that could be easily countered with more gamesense in the map itself but other people bring up really good feedback points. it's hard to find testing but i'll take what i can get.
- ugh i'm sorry this project has been consuming my life for the last three weeks and it's not been helping my already downhill mood please don't yell at me if it takes another three to get the next version out...
and here's a good question for when you want to critique the map:
ask yourself this: "Is this map worthy of being in the next season of ESEA?"
if no, tell me why! that's pretty simple!
much love you guys who help me with releasing+reevaluating+reediting. godspeed.
The rocks at mid are still really gay because they let scouts come over from obscure angles and destroy the demoman easy with a soldier bomb at the same time. I haven't gone through a single mid where neither demo died yet.
@ framerate issues: I get framerate issues standing around random places outside because they render so many parts of the map. I can turn on wireframe or reverse depth, and... I can "see" mid or the enemy 2nd all the way from the middle of the upper lobby in front of last. You need more hint brush optimization and un-func_detailing things that would help with that to make it so that you can't literally "see" all the way into the enemy 2nd point from inside your own base. I guess it's hard because there are so many tall structures but why is the grass on the ground drawing too when I increase the detail distance.
https://dl.dropboxusercontent.com/u/1811521/asdfawefasdfqwefagf.jpg
wareyaThe rocks at mid are still reallygaybad because they let scouts come over and destroy the demoman easy with a soldier bomb at the same time. I haven't gone through a single mid where neither demo died yet.
the reason i haven't replaced them is i honestly have no idea what would be a better replacement. removing them is not an option. i'm up for ideas but i'm not about to invest even more hours than i already am planning out something that might not even end up being a problem with the map once people learn rollouts+positioning.
@ framerate issues: I get framerate issues standing around random places outside because they render so many parts of the map. I can turn on wireframe or reverse depth, and... I can "see" mid or the enemy 2nd all the way from the middle of the upper lobby in front of last. You need more hint brush optimization and un-func_detailing things that would help with that to make it so that you can't literally "see" all the way into the enemy 2nd point from inside your own base. I guess it's hard because there are so many tall structures but why is the grass on the ground drawing too when I increase the detail distance.
for one thing that picture is of grass that's rendering on one half of mid. no, you can't see the majority of objects on the opponent's second even from your second, i've tested. yes there are spots where things appear and i will have to attempt to fix them but i can't guarantee i can within a reasonable timespan.
the issue is not because of tall structures but because of low structures. my buildings are short and have open air above them that causes long LoSs in places that make you see lots of the other tall structures from many points in the map, like the lighthouses and the church-mid.
i have done as much as i can with the logistics of func_detailing but hint brushes are something i could think of working more with, i have already placed a lot in places but it's something, i guess.
You could just cover massive areas in horizontal hint brushes like valve maps and TFC maps do. I mean it might not literally be that simple since a lot of your geometry is funky, but there are still leaves going above where they're useful, so they destroy the point of the wall between them and another leaf. https://dl.dropboxusercontent.com/u/1811521/asdfawegfadsf.jpg
And ones going way to far sideways to be useful. https://dl.dropboxusercontent.com/u/1811521/asdfawergaf.jpg https://dl.dropboxusercontent.com/u/1811521/asdfaerhsdfge.jpg
it's good to get in the habit of pretending that vvis doesn't even split leaves and that you have to make the important ones yourself with hints in terms of segregating areas from eachother
EDIT: Saved an incomplete post on accident, went and finished it.
http://www.youtube.com/watch?v=BMQifdhofMk
Alternative jump if you want to attack their cafe at the beginning of the match. If you had a buff, you would have more than 1/2 HP by mid.
BloodyFlamehttp://www.youtube.com/watch?v=BMQifdhofMk
Alternative jump if you want to attack their cafe at the beginning of the match. If you had a buff, you would have more than 1/2 HP by mid.
OH GOD MY FUCKING KNEE!
Phi, if you are getting burned out by this project you should step back and take a week off from it or something. There is still plenty of time until map votes for ESEA and everyone is pretty impressed with how this is turning out.
There are too many props at last in my opinion, it feels like an obstacle course. You can have lots of props on a large last (granary) but on a small last (gullywash) where movement is already restricted by the room geometry it feels cluttered and awkward to move about.
atmoThere are too many props at last in my opinion, it feels like an obstacle course. You can have lots of props on a large last (granary) but on a small last (gullywash) where movement is already restricted by the room geometry it feels cluttered and awkward to move about.
thank you for confirming my beliefs, atmo. thank goodness last is the most simple place to redesign (since i didn't detail it too much), it won't take too long when i actually go back to it. i'll move stuff around and delete some props, trying to simplify the area... maybe open up the area to the right of point or back the point itself up to give more space.
Blam42Phi, if you are getting burned out by this project you should step back and take a week off from it or something. There is still plenty of time until map votes for ESEA and everyone is pretty impressed with how this is turning out.
yeah, i need a break. see you in a few weeks, then. i'll still reply to comments but i won't be posting any new versions until at least this month is over. i recommend using the time to test and find other flaws with the map. i need some time to just get other parts of my life under control and to calm my mind down. thanks. i might not be on steam for awhile. just post stuff here/pm me here if you want to talk.
Really fun map, played 3 rounds of a double mix today on it and it was really fun as both medic, roamer and pocket, didn't play scout or demo though but something we noticed was that the demomens had a hard time on it on all 3 games. Will post proper feedback tomorrow but while I'm at it I can agree that last needs a bit of a clean up, it's way too clusterfucking around the actual point and there's a really OP heavy spot you can stand behind the point.
I haven't playtested it so my opinion is worthless but just dancing around it, the area between 2nd and last seems pretty awkward. There is essentially one tiny room with 5 entrances/exits (If you're in the room looking towards last: top right, top left, bottom left, bottom right to 2nd, bottom right to last). it just feels way too small to have that many ways in.
Took the liberty of making some Soap DM spawns. Enjoy :)
https://www.dropbox.com/s/83mxp8yhb67p6hj/sunshine.txt
Just copy to soap.cfg
Hey, just had my first look at this map today, and I love it already. One thing which I would imagine is only a small tweak but I think would be quite cool (and wouldn't really impact gameplay) would be to have the forward forward spawns (the ones on mid) be in the little shacks with the angled roofs. Just a suggestion, I look forward to seeing where this goes.
cp_sunshine_b2 released
download (dropbox): https://dl.dropboxusercontent.com/u/84556731/sunshine/cp_sunshine_b2.bsp.bz2
surprise!
not too many major changes, but I wanted to fool around and try a few completely different things as soon as possible
not all of the issues brought up have been fixed, but lots of clipping ones have and there is a lot of major streamlining changes! hopefully it'll play a lot smoother now, and less cluttered too.
screenshots:
https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-11-25_00004.jpg
https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-11-25_00003.jpg
https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-11-25_00002.jpg
https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-11-25_00005.jpg
https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-11-25_00001.jpg
OKAY SO
i haven't received any feedback/testing on this at all since i released it other than the detailing feedback i received graciously from the cute guys over at tf2maps.net
er
what i'm trying to say is that the map needs comp testing even if it's in the form of pugs or silly little unorganized 6v6 matches
any and all testing is good so i'm sending out my loudest deer bleat to all of the testers+players out there to maybe think of giving this map a run one of your weekends/free moments instead of playing badlands again??? (at least consider it? maybe for a second? too much to ask? BAH)
you know what we should do for all these custom maps? some sort of teensy-tiny tourney thing. i'd be willing to help organize something like that (aka take a major part in setting up everything) but i'm not completely sure how viable that is nor how complicated the logistics of such an act is so yeah
anyways, if you could report any and all testing back to any one of this maps' three threads (tftv, tf2m, etf2l) that would be cool. demos or whatnot are awesome too, but even words are *extremely* helpful.
i wanna get b3 done and out soon, but i only got a few weeks to do it before things get crazy busy. so yeah, i'll need your help.
and thanks, everyone, for helping+testing+feedbacking since a1, i'm glad at least one of my maps has a bright future all the people who've helped test the map: you're super cute
I've got a server we could use for a tournament. I need feedbacks too! I'd be willing to help.
And yes. TF2maps is cute. They like to make arbitrary stupid comments about making things pretty and good for pubs... lol. They can be very helpful, though.
Things I noticed or thought:
You cap while standing just outside the little capture point markers
http://cloud-2.steampowered.com/ugc/474299091325006751/58819FA1C25DEC4D4F8DAD1429FA2D9D15CB930C/
http://cloud-3.steampowered.com/ugc/474299091325019652/209BEBA87F47374E4D8CB817D2D5202B82E7AE80/
Why can't I stand up on that roof, but can on the one I am on/why can't I stand on the top of that vertical pipe either?
http://cloud-2.steampowered.com/ugc/474299091325013005/AB8AE59C763C83399E5DF769EAAF12B028387148/
Bad picture, but the room with the dining area/chairs and light fixture seems out-of-place, especially since you can't go in there, albeit it looks nice.
http://cloud-2.steampowered.com/ugc/474299091325024643/CC61A2749AEBEB57BB528A6AE000905DD514F67D/
Why can I stand on these pipes
http://cloud-4.steampowered.com/ugc/474299091325030847/80650AF10AD2E78E2735201E89B108DDB4F42A0C/
but not these pipes?
http://cloud-2.steampowered.com/ugc/474299091325027552/3EDAFDB03121524D7BEB874ECA882F7900793722/
Very pretty map. The amount of progress you've made since I last looked at it is really amazing.
Looks fantastic, I'm no good at providing feedback but I really enjoy the visuals.
It's a map I would be very happy to come across while pubbing
thanks, hopefully can get it updated to b3 in a week or two :3
upcoming features for b3 (so that I don't forget things that are in my mind):
- making valley closer to the other two routes into mid
- making valley more chokey
- possibly taking out the sewer and replacing it with a different kind of route
- reworking brushwork in ares to maybe make certain rollouts more possible
- removing rocks on mid and replacing them with something else
- possibly clipping those rooves on mid
- doing something with the general flow of mid-second to make it a little more able to be held
- trying to solidify certain holding spots
if you guys have any other suggestions/feedback from previous tests (new map pugs too) that i forgot then please post it so i can add it to this list
thanks ♥
I played a mix on this the the other day as roamer, pov is here: https://www.mediafire.com/?tsq73ndq495e88e
And please leave a few retarded roamer spots in, hating fun is for the valve TF2 team
From what I've played of it in pugs, mid feels way too open. There aren't really any restrictions on where you can go. This + all the raised areas make it amazing for scouts, but generally kinda bad for soldiers/demos.
Valley/sewer/whatever is really weird to watch as a flank class. I can't really put my finger on it, but it might be the height advantages on both sides of it.
For how big of a route it is, cafe seems too close to choke. Something about where it lets out into second could probably be worked to make a viable aggressive hold for defenders (maybe make it more like IT on process).
So much of second feels like it's at a height disadvantage when it doesn't need to be.
The lobby areas feel a bit cramped.
I could start recording STV demos for you of the sunshine pugs I play if it would help. I really want to see this map go places.