ULTIDUO NATURE
Because I get bored on weekends.
NEWEST RELEASE RC1: CLICK ME!
Older releases:
WIP (Second Release)
First Release
Screenshots of rc1:
http://i.imgur.com/M4USj2s.jpg
http://i.imgur.com/wKWO3It.jpg
http://i.imgur.com/7xXbGNx.jpg
Changelog:
----RC1----
* Fixed HDR (I think)
* Fixed various displacements
* New spawn area that is harder to spam out
* Moved health
* Fixed clipping issues with displacements
* Shortened respawn times
* Added neat particle effects that interact with the spawn gates
* Waterfalls flow faster
----WIP1----
* Added health
* Added sound
* Added doors to spawn
* Fixed cap time from 3 to 5
Use it for whatever you like. Tell me if something's broken, I didn't test extensively. I hope you guys enjoy the map!
Edit: I almost forgot! Full disclosure: the house is just some house I found in tc_hydro, not an original thing.
[b]ULTIDUO NATURE[/b]
[i]Because I get bored on weekends.[/i]
[b]NEWEST RELEASE RC1:[/b] [url=https://mega.co.nz/#!NsBTjTDL!ZxNwhznhzaJCDCMNVI7X9EwqEmBpm3hTdj3TozPQcug]CLICK ME![/url]
Older releases:
[url=https://mega.co.nz/#!Q0gXhJBK!H-vpjTGy6vGoOl03jDB-l08ucztAzn3bs9Pqqv7_N4Q]WIP (Second Release)[/url]
[url=https://mega.co.nz/#!p5IjFCJD!E5C63japm9a_dgsAiJFNWiEwoOoBKhXO2mt2Ca-uBwg]First Release[/url]
Screenshots of rc1:
[img]http://i.imgur.com/M4USj2s.jpg[/img]
[img]http://i.imgur.com/wKWO3It.jpg[/img]
[img]http://i.imgur.com/7xXbGNx.jpg[/img]
Changelog:
----RC1----
* Fixed HDR (I think)
* Fixed various displacements
* New spawn area that is harder to spam out
* Moved health
* Fixed clipping issues with displacements
* Shortened respawn times
* Added neat particle effects that interact with the spawn gates
* Waterfalls flow faster
----WIP1----
* Added health
* Added sound
* Added doors to spawn
* Fixed cap time from 3 to 5
Use it for whatever you like. Tell me if something's broken, I didn't test extensively. I hope you guys enjoy the map!
Edit: I almost forgot! Full disclosure: the house is just some house I found in tc_hydro, not an original thing.
I like it. Maybe wouldn't play it all the time over the originals, but I'm a huge proponent of variety. Thanks for making this.
I like it. Maybe wouldn't play it all the time over the originals, but I'm a huge proponent of variety. Thanks for making this.
looove the scenery. Should expand on this map imo like not make it just for ulti
looove the scenery. Should expand on this map imo like not make it just for ulti
Thanks for the kind comments.
sp33dy1018looove the scenery. Should expand on this map imo like not make it just for ulti
This was based off an idea I had for a mid a while ago, so that may happen eventually.
Thanks for the kind comments.
[quote=sp33dy1018]looove the scenery. Should expand on this map imo like not make it just for ulti[/quote]
This was based off an idea I had for a mid a while ago, so that may happen eventually.
KevinIsPwnThanks for the kind comments.
sp33dy1018looove the scenery. Should expand on this map imo like not make it just for ulti
This was based off an idea I had for a mid a while ago, so that may happen eventually.
Really i think it would make a good last idk the second pic seems like a beautiful last with the waterfall in the background
[quote=KevinIsPwn]Thanks for the kind comments.
[quote=sp33dy1018]looove the scenery. Should expand on this map imo like not make it just for ulti[/quote]
This was based off an idea I had for a mid a while ago, so that may happen eventually.[/quote] Really i think it would make a good last idk the second pic seems like a beautiful last with the waterfall in the background
wareyaso flat textures
I'm not sure what you mean by that.
sp33dy1018KevinIsPwnThanks for the kind comments.
sp33dy1018looove the scenery. Should expand on this map imo like not make it just for ulti
This was based off an idea I had for a mid a while ago, so that may happen eventually.
Really i think it would make a good last idk the second pic seems like a beautiful last with the waterfall in the background
I dunno. I like mids like this (sorta gullywash-esque). We'll see I guess. You may be right.
[quote=wareya]so flat textures[/quote]
I'm not sure what you mean by that.
[quote=sp33dy1018][quote=KevinIsPwn]Thanks for the kind comments.
[quote=sp33dy1018]looove the scenery. Should expand on this map imo like not make it just for ulti[/quote]
This was based off an idea I had for a mid a while ago, so that may happen eventually.[/quote] Really i think it would make a good last idk the second pic seems like a beautiful last with the waterfall in the background[/quote]
I dunno. I like mids like this (sorta gullywash-esque). We'll see I guess. You may be right.
Does the cap point extend below? Half the fun of med on ultiduo is dancing on the point or doing the last 30 damage and finishing the cap.
Does the cap point extend below? Half the fun of med on ultiduo is dancing on the point or doing the last 30 damage and finishing the cap.
prangDoes the cap point extend below? Half the fun of med on ultiduo is dancing on the point or doing the last 30 damage and finishing the cap.
Yeah. The shadowy area on the bridge is all cap.
[quote=prang]Does the cap point extend below? Half the fun of med on ultiduo is dancing on the point or doing the last 30 damage and finishing the cap.[/quote]
Yeah. The shadowy area on the bridge is all cap.
created http://comp.tf/wiki/Ultiduo_Nature ^^
I love ultiduo maps and I find it appaling theres only 2 of them in rotation. I like this map but I hope you can keep developing it upon feedback.
created http://comp.tf/wiki/Ultiduo_Nature ^^
I love ultiduo maps and I find it appaling theres only 2 of them in rotation. I like this map but I hope you can keep developing it upon feedback.
I think the point is too high for the med to heal the solly?
I think the point is too high for the med to heal the solly?
Kanecocreated http://comp.tf/wiki/Ultiduo_Nature ^^
I love ultiduo maps and I find it appaling theres only 2 of them in rotation. I like this map but I hope you can keep developing it upon feedback.
I will if there's a significant problem in the map. I also have a couple other ideas for something similar (you'll probably see it next weekend).
DamnEasyI think the point is too high for the med to heal the solly?
It is from the ground, but not the bridge (I don't think).
[quote=Kaneco]created http://comp.tf/wiki/Ultiduo_Nature ^^
I love ultiduo maps and I find it appaling theres only 2 of them in rotation. I like this map but I hope you can keep developing it upon feedback.[/quote]
I will if there's a significant problem in the map. I also have a couple other ideas for something similar (you'll probably see it next weekend).
[quote=DamnEasy]I think the point is too high for the med to heal the solly?[/quote]
It is from the ground, but not the bridge (I don't think).
very interesting, it makes me want to finally get around to working more on my ultiduo map @_@
http://puu.sh/5lNwT
very interesting, it makes me want to finally get around to working more on my ultiduo map @_@
[img]http://puu.sh/5lNwT[/img]
ULTIDUO_NATURE_WIP1
Because I'm a moron.
Download link: HERE
Now featuring things all maps should have!
* Spawn doors!
* Health!
* Ammo!
* Sound!
* Correct ammount of capture time!
http://i.imgur.com/Zf8BB5F.jpg
http://i.imgur.com/9S3TUng.jpg
I'll be releasing the final build of this map as ultiduo_nature_final. Sorry for the inconvenience.
Has anyone tried out this map? How did it go?
[b]ULTIDUO_NATURE_WIP1[/b]
[i]Because I'm a moron.[/i]
Download link: [url=https://mega.co.nz/#!Q0gXhJBK!H-vpjTGy6vGoOl03jDB-l08ucztAzn3bs9Pqqv7_N4Q]HERE[/url]
Now featuring things all maps should have!
* Spawn doors!
* Health!
* Ammo!
* Sound!
* Correct ammount of capture time!
[img]http://i.imgur.com/Zf8BB5F.jpg[/img]
[img]http://i.imgur.com/9S3TUng.jpg[/img]
I'll be releasing the final build of this map as ultiduo_nature_final. Sorry for the inconvenience.
Has anyone tried out this map? How did it go?
KevinIsPwn Has anyone tried out this map? How did it go?
I really liked the changes you made but after playing it felt so small and cramped, if you lose the first mid fight it's really hard to win the point over since they can easily spam you right from the spawn forcing you to always play with very steep health disadvantage.
I think your best option here is to expand the map and maybe incorporate the spawn point into the rocks somehow.
[quote=KevinIsPwn] Has anyone tried out this map? How did it go?[/quote]
I really liked the changes you made but after playing it felt so small and cramped, if you lose the first mid fight it's really hard to win the point over since they can easily spam you right from the spawn forcing you to always play with very steep health disadvantage.
I think your best option here is to expand the map and maybe incorporate the spawn point into the rocks somehow.
DuckyKevinIsPwn Has anyone tried out this map? How did it go?
I really liked the changes you made but after playing it felt so small and cramped, if you lose the first mid fight it's really hard to win the point over since they can easily spam you right from the spawn forcing you to always play with very steep health disadvantage.
I think your best option here is to expand the map and maybe incorporate the spawn point into the rocks somehow.
I was talking to some friends after playing on it for a while, and they said pretty much the same thing. I think there may be an overhaul next weekend which will change spawns around, shorten respawn times, and enlarge the map a bit.
[quote=Ducky][quote=KevinIsPwn] Has anyone tried out this map? How did it go?[/quote]
I really liked the changes you made but after playing it felt so small and cramped, if you lose the first mid fight it's really hard to win the point over since they can easily spam you right from the spawn forcing you to always play with very steep health disadvantage.
I think your best option here is to expand the map and maybe incorporate the spawn point into the rocks somehow.[/quote]
I was talking to some friends after playing on it for a while, and they said pretty much the same thing. I think there may be an overhaul next weekend which will change spawns around, shorten respawn times, and enlarge the map a bit.
A lot of things are sloppy about this map, I loaded it up with chris' maxquality config on and cl_drawhud 0 just to highlight a few. (version I have atm is wip1)
http://cloud-2.steampowered.com/ugc/468668222196028693/9D6372A316C34C46380FB9A9C7FDF6C42CD974FB/
The spawn is entirely lit through light bounces from the windows, which makes it look really unnecessarily dark. Also there's a hole at the top of the door.
http://cloud-3.steampowered.com/ugc/468668222196030815/0F859539A6B672A07783F0D43590175D9F939347/
The waterfalls are solid to both players and bullets/rockets, and will leave decal marks when shot. They also seem unusually jagged and are not translucent, which imo makes them look really cheap/fake.
http://cloud-2.steampowered.com/ugc/468668222196032392/077AD75917FF97B4159C62C1A7C022F11D3B1461/
The corner behind spawn has a lot of problems. Your water texture has neither waves nor diffraction/refraction, which saves you from building cubemaps but also makes your water incredibly ugly. The displacement on the right ends abruptly without touching either the displacement on the left or the ground displacement, so aside from looking unpleasant players can accidentally (or intentionally) shoot under the displacement as well. The fence is floating in midair, and the ground displacement does not touch the left wall displacement. There also appears to be some small triangular displacement(?) on the right, in between the ground and wall.
http://cloud-3.steampowered.com/ugc/468668222196033188/401D59710123FA0BC800EF82F7155AC0C0B9E733/
Parts of this tree that shouldn't be visible are visible.
http://cloud-2.steampowered.com/ugc/468668222196033913/F4EEF71072B93C12D22C66AE3A91AB167BD64960/
Same corner as before, you can see the skybox brush behind the right wall displacement. Also a few of the trees float or something idk. Also note the really bright sky.
http://cloud-4.steampowered.com/ugc/468668222196034780/B146E202061F262ED43E00B3417081FC5B47D802/
HDR on your map: This is what the skybox looks like with HDR on, before the camera adjusts to the brightness. A lot of players have HDR turned off so this isn't a huge issue, but if someone ever streams your map in an event or makes a video of it with a good-looking config on then this is going to blind them.
http://cloud-2.steampowered.com/ugc/468668222196035938/973156AAC8BB123EF16A7E872350E7AE69E10F2E/
The same bit of sky after the camera adjusts to the light. Bearable, but still very bright.
http://cloud-2.steampowered.com/ugc/468668222196036739/01E0FCED2AC5D3FE4725B57CCD182A85EF358A0E/
Lighting bugs on the ground displacement (also visible in your second screenshot).
http://cloud-2.steampowered.com/ugc/468668222196037862/379DE7758A2D69EDD59EB3442935996BE32A0568/
Your skybox lighting seems to be pure white light(?) shining straight down, which is highly unnatural and kind of weird.
http://cloud-2.steampowered.com/ugc/468668222196038988/093EBA01F613BC38A5E37F22F16FEE2EB5473930/
Players can rocket jump up here and jump on the displacements as well. The displacement edges have a pretty high chance of getting players stuck if said players do choose to jump on the displacements.
http://cloud-2.steampowered.com/ugc/468668222196039743/B08702F0FB526A00D50493B9B9C8CB12FCC2DE63/
Even when not looking at the sky, the skybox reflection on the cap point is incredibly bright.
Those are the main issues I found. Aside from that, from a mapping perspective:
http://cloud-2.steampowered.com/ugc/468668222196042459/88F48D2BC1FB5306DAF955D8F3DCF9FE67BAD2B0/
The ground here is really boring imo, use a blend texture and put a dirt path through the middle running under the cp or something. It's also weird to have everything in your map be wood, rock, dirt, grass, and nature and then suddenly have two weathered-down industrial-looking concrete shacks with metal roofs (and no lights inside). You should probably re-texture those shacks.
A lot of things are sloppy about this map, I loaded it up with chris' maxquality config on and cl_drawhud 0 just to highlight a few. (version I have atm is wip1)
[img]http://cloud-2.steampowered.com/ugc/468668222196028693/9D6372A316C34C46380FB9A9C7FDF6C42CD974FB/[/img]
The spawn is entirely lit through light bounces from the windows, which makes it look really unnecessarily dark. Also there's a hole at the top of the door.
[img]http://cloud-3.steampowered.com/ugc/468668222196030815/0F859539A6B672A07783F0D43590175D9F939347/[/img]
The waterfalls are solid to both players and bullets/rockets, and will leave decal marks when shot. They also seem unusually jagged and are not translucent, which imo makes them look really cheap/fake.
[img]http://cloud-2.steampowered.com/ugc/468668222196032392/077AD75917FF97B4159C62C1A7C022F11D3B1461/[/img]
The corner behind spawn has a lot of problems. Your water texture has neither waves nor diffraction/refraction, which saves you from building cubemaps but also makes your water incredibly ugly. The displacement on the right ends abruptly without touching either the displacement on the left or the ground displacement, so aside from looking unpleasant players can accidentally (or intentionally) shoot under the displacement as well. The fence is floating in midair, and the ground displacement does not touch the left wall displacement. There also appears to be some small triangular displacement(?) on the right, in between the ground and wall.
[img]http://cloud-3.steampowered.com/ugc/468668222196033188/401D59710123FA0BC800EF82F7155AC0C0B9E733/[/img]
Parts of this tree that shouldn't be visible are visible.
[img]http://cloud-2.steampowered.com/ugc/468668222196033913/F4EEF71072B93C12D22C66AE3A91AB167BD64960/[/img]
Same corner as before, you can see the skybox brush behind the right wall displacement. Also a few of the trees float or something idk. Also note the really bright sky.
[img]http://cloud-4.steampowered.com/ugc/468668222196034780/B146E202061F262ED43E00B3417081FC5B47D802/[/img]
HDR on your map: This is what the skybox looks like with HDR on, before the camera adjusts to the brightness. A lot of players have HDR turned off so this isn't a huge issue, but if someone ever streams your map in an event or makes a video of it with a good-looking config on then this is going to blind them.
[img]http://cloud-2.steampowered.com/ugc/468668222196035938/973156AAC8BB123EF16A7E872350E7AE69E10F2E/[/img]
The same bit of sky after the camera adjusts to the light. Bearable, but still very bright.
[img]http://cloud-2.steampowered.com/ugc/468668222196036739/01E0FCED2AC5D3FE4725B57CCD182A85EF358A0E/[/img]
Lighting bugs on the ground displacement (also visible in your second screenshot).
[img]http://cloud-2.steampowered.com/ugc/468668222196037862/379DE7758A2D69EDD59EB3442935996BE32A0568/[/img]
Your skybox lighting seems to be pure white light(?) shining straight down, which is highly unnatural and kind of weird.
[img]http://cloud-2.steampowered.com/ugc/468668222196038988/093EBA01F613BC38A5E37F22F16FEE2EB5473930/[/img]
Players can rocket jump up here and jump on the displacements as well. The displacement edges have a pretty high chance of getting players stuck if said players do choose to jump on the displacements.
[img]http://cloud-2.steampowered.com/ugc/468668222196039743/B08702F0FB526A00D50493B9B9C8CB12FCC2DE63/[/img]
Even when not looking at the sky, the skybox reflection on the cap point is incredibly bright.
Those are the main issues I found. Aside from that, from a mapping perspective:
[img]http://cloud-2.steampowered.com/ugc/468668222196042459/88F48D2BC1FB5306DAF955D8F3DCF9FE67BAD2B0/[/img]
The ground here is really boring imo, use a blend texture and put a dirt path through the middle running under the cp or something. It's also weird to have everything in your map be wood, rock, dirt, grass, and nature and then suddenly have two weathered-down industrial-looking concrete shacks with metal roofs (and no lights inside). You should probably re-texture those shacks.
Stimpack<snip>
The shutter, waterfall, tree, and fence issues are all known and I'm working on them now that I know people actually like the looks of this map and want to play it. I've been busy with life things recently, so it may not be until Thanksgiving weekend when I have time to actually sit down and rework some of the major things on this map.
Seeing the skybox to the left of the waterfalls was semi-intentional. That was around hour 10 or so of working on this map constantly, and I just wanted the to be finished and release it. There's no excuse other than me being stupid.
The 90 degree lighting was to make the map equal to both teams in every single way. I may change it if people care enough, but it will probably stay that way.
The HDR... I'm stupid for not testing that. I'll work on getting that fixed in this next update.
Clipping issues with displacements and whatnot... didn't even think about it, I just threw the player clips on and hoped they worked. As with everything else, it will be fixed for the next release.
As far as the ground goes, I'm going to try and do something neat with the next release... you'll see.
Also, people with super-frame-saving configs can't see the tree next to house. I'm either going to try and fix that or just remove it.
Along with all of these things, I'm going to make respawns much shorter. They're way too long (I'm pretty sure they're default KOTH right now...)
--
Thanks for the in-depth analysis, this is the first map I've made from scratch and released. So yeah, thanks a bunch for all of those problems, and I hope to fix them ASAP.
[quote=Stimpack]<snip>[/quote]
The shutter, waterfall, tree, and fence issues are all known and I'm working on them now that I know people actually like the looks of this map and want to play it. I've been busy with life things recently, so it may not be until Thanksgiving weekend when I have time to actually sit down and rework some of the major things on this map.
Seeing the skybox to the left of the waterfalls was semi-intentional. That was around hour 10 or so of working on this map constantly, and I just wanted the to be finished and release it. There's no excuse other than me being stupid.
The 90 degree lighting was to make the map equal to both teams in every single way. I may change it if people care enough, but it will probably stay that way.
The HDR... I'm stupid for not testing that. I'll work on getting that fixed in this next update.
Clipping issues with displacements and whatnot... didn't even think about it, I just threw the player clips on and hoped they worked. As with everything else, it will be fixed for the next release.
As far as the ground goes, I'm going to try and do something neat with the next release... you'll see.
Also, people with super-frame-saving configs can't see the tree next to house. I'm either going to try and fix that or just remove it.
Along with all of these things, I'm going to make respawns much shorter. They're way too long (I'm pretty sure they're default KOTH right now...)
--
Thanks for the in-depth analysis, this is the first map I've made from scratch and released. So yeah, thanks a bunch for all of those problems, and I hope to fix them ASAP.
Some far more minor things:
console spat this out
"func_respawnroomvisualizer(func_respawnroomvisualizer) was unable to find func_respawnroomvisualizer named 'respawnroomRedFwd1'"
idk why there would be a forward spawn in ultiduo, but I don't think this error actually affects map play. Also console complains about you trying to use vphysics with props that don't have vphysics models, which again doesn't affect gameplay aside from making the console have more red text than it should upon map load.
Last thing:
http://cloud-2.steampowered.com/ugc/468668486806811293/A5E2429B6B705FFFA4B9564288C1BEBA69CEF0DC/
(taken with chris' maxframes and fullbright)
The prop texture clips with the wall texture because, for whatever reason, if you grid the prop it places that particular surface exactly over the wall texture that should be behind it. Just drag the prop out one unit, or clip the wall and nodraw that portion of it.
edit: try replacing whatever water texture you used with water/coast, either 01 or 02. Then your water will look like the water in the greatest jump map ever (jump_underground_final): http://cloud-4.steampowered.com/ugc/597012854118814362/D1EAE4A55170EC4084800789C5202146C734EB15/
Some far more minor things:
console spat this out
"func_respawnroomvisualizer(func_respawnroomvisualizer) was unable to find func_respawnroomvisualizer named 'respawnroomRedFwd1'"
idk why there would be a forward spawn in ultiduo, but I don't think this error actually affects map play. Also console complains about you trying to use vphysics with props that don't have vphysics models, which again doesn't affect gameplay aside from making the console have more red text than it should upon map load.
Last thing:
[img]http://cloud-2.steampowered.com/ugc/468668486806811293/A5E2429B6B705FFFA4B9564288C1BEBA69CEF0DC/[/img]
(taken with chris' maxframes and fullbright)
The prop texture clips with the wall texture because, for whatever reason, if you grid the prop it places that particular surface exactly over the wall texture that should be behind it. Just drag the prop out one unit, or clip the wall and nodraw that portion of it.
edit: try replacing whatever water texture you used with water/coast, either 01 or 02. Then your water will look like the water in the greatest jump map ever (jump_underground_final): http://cloud-4.steampowered.com/ugc/597012854118814362/D1EAE4A55170EC4084800789C5202146C734EB15/
Stimpack<snip>
I'll fix the clipping issues with the files. I couldn't see it without the configs, thanks for pointing it out.
As for the water, this is a really cheap (resource wise) water. I'll consider changing it to a nicer one, but that would cause worse performance. I can try though.
As for the errors in console, I'll look into them.
Last thing. I'm considering releasing the final version as "alt_nature", as the current standards aren't all that great. "altiduo" seems way too long to be included in the game, and it's very different from KOTH. We'll see I guess.
[quote=Stimpack]<snip>[/quote]
I'll fix the clipping issues with the files. I couldn't see it without the configs, thanks for pointing it out.
As for the water, this is a really cheap (resource wise) water. I'll consider changing it to a nicer one, but that would cause worse performance. I can try though.
As for the errors in console, I'll look into them.
Last thing. I'm considering releasing the final version as "alt_nature", as the current standards aren't all that great. "altiduo" seems way too long to be included in the game, and it's very different from KOTH. We'll see I guess.
Given that ultiduo maps are usually small and restricted to 4 players at most, I think you can afford to make your water more aesthetically pleasing. Making such small-scale maps generally allows you some more freedom with things that would otherwise cripple fps.
Other than that, I have no other criticism since I haven't actually played your map (oops).
glhf
Given that ultiduo maps are usually small and restricted to 4 players at most, I think you can afford to make your water more aesthetically pleasing. Making such small-scale maps generally allows you some more freedom with things that would otherwise cripple fps.
Other than that, I have no other criticism since I haven't actually played your map (oops).
glhf
RC1 RELEASED
http://i.imgur.com/M4USj2s.jpg
For full list of changes, check the original post.
Download: HERE
I'm still considering spacing it out a bit more, but I don't really know yet. I kind of like the tighter feel. It leads to much faster play. We'll see. If you play this map please feel free to record a demo with mumble audio, or a VOD of some sort. I'd love to improve this map for you guys, and seeing how it's played will help greatly. I'm having lots of fun making it so far.
[b]RC1 RELEASED[/b]
[img]http://i.imgur.com/M4USj2s.jpg[/img]
For full list of changes, check the original post.
Download: [url=https://mega.co.nz/#!NsBTjTDL!ZxNwhznhzaJCDCMNVI7X9EwqEmBpm3hTdj3TozPQcug]HERE[/url]
I'm still considering spacing it out a bit more, but I don't really know yet. I kind of like the tighter feel. It leads to much faster play. We'll see. [i]If you play this map please feel free to record a demo with mumble audio, or a VOD of some sort.[/i] I'd love to improve this map for you guys, and seeing how it's played will help greatly. I'm having lots of fun making it so far.
This is a pretty nice map but there are still a few issues (rc1):
-You can walk in the other team's spawn if they open it. I'm not sure if this was intentional, but lol
-Right when the other team spawns, you can easily just spam the spawn doors with a couple rockets and pretty much automatically win the fight if you're not bad. It would be a lot better if the spawns were farther away from the mid point, sort of like baloo.
-Sometimes the spawn doors clip and you can't open it.
-You could probably still afford to make the waterfalls flow faster and look more attracting.
This is a pretty nice map but there are still a few issues (rc1):
-You can walk in the other team's spawn if they open it. I'm not sure if this was intentional, but lol
-Right when the other team spawns, you can easily just spam the spawn doors with a couple rockets and pretty much automatically win the fight if you're not bad. It would be a lot better if the spawns were farther away from the mid point, sort of like baloo.
-Sometimes the spawn doors clip and you can't open it.
-You could probably still afford to make the waterfalls flow faster and look more attracting.
All in all, I probably shouldn't have release the last update as rc1. I still have several things planned to put into this map due to the attention its gotten.
Corsa-You can walk in the other team's spawn if they open it. I'm not sure if this was intentional, but lol
Yeah, I'm an idiot. It'll be fixed next release.
Corsa-Right when the other team spawns, you can easily just spam the spawn doors with a couple rockets and pretty much automatically win the fight if you're not bad. It would be a lot better if the spawns were farther away from the mid point, sort of like baloo.
There will be an exit under the far left waterfall. The middle one will probably go away.
Corsa-Sometimes the spawn doors clip and you can't open it.
Could you tell me how to duplicate this? I can try to fix it if I can see it.
Corsa-You could probably still afford to make the waterfalls flow faster and look more attracting.
I'll mess around with the settings. I personally like them like this, but we'll see.
[i]All in all, I probably shouldn't have release the last update as rc1. I still have several things planned to put into this map due to the attention its gotten.[/i]
[quote=Corsa]-You can walk in the other team's spawn if they open it. I'm not sure if this was intentional, but lol[/quote]
Yeah, I'm an idiot. It'll be fixed next release.
[quote=Corsa]-Right when the other team spawns, you can easily just spam the spawn doors with a couple rockets and pretty much automatically win the fight if you're not bad. It would be a lot better if the spawns were farther away from the mid point, sort of like baloo.[/quote]
There will be an exit under the far left waterfall. The middle one will probably go away.
[quote=Corsa]-Sometimes the spawn doors clip and you can't open it.[/quote]
Could you tell me how to duplicate this? I can try to fix it if I can see it.
[quote=Corsa]-You could probably still afford to make the waterfalls flow faster and look more attracting.[/quote]
I'll mess around with the settings. I personally like them like this, but we'll see.
KevinIsPwnThere will be an exit under the far left waterfall. The middle one will probably go away.
That would be nice, but it still wouldn't hurt to extend the distance from mid to spawn even more because of the height of mid.
KevinIsPwnCould you tell me how to duplicate this? I can try to fix it if I can see it.
I'm not really sure how it happened/happens. Sometimes when I simply walked out of the left spawn it wouldn't open.
[quote=KevinIsPwn]There will be an exit under the far left waterfall. The middle one will probably go away.[/quote]
That would be nice, but it still wouldn't hurt to extend the distance from mid to spawn even more because of the height of mid.
[quote=KevinIsPwn]Could you tell me how to duplicate this? I can try to fix it if I can see it.
[/quote]
I'm not really sure how it happened/happens. Sometimes when I simply walked out of the left spawn it wouldn't open.
I dont see how you can retake the point after the first cap
I dont see how you can retake the point after the first cap
CorsaThat would be nice, but it still wouldn't hurt to extend the distance from mid to spawn even more because of the height of mid.
I'll test these things after the respawn rework.
CorsaI'm not really sure how it happened/happens. Sometimes when I simply walked out of the left spawn it wouldn't open.
I'll look into it, thanks.
RoodYI dont see how you can retake the point after the first cap
There will be a respawn rework this next update.
[quote=Corsa]That would be nice, but it still wouldn't hurt to extend the distance from mid to spawn even more because of the height of mid.[/quote]
I'll test these things after the respawn rework.
[quote=Corsa]I'm not really sure how it happened/happens. Sometimes when I simply walked out of the left spawn it wouldn't open.[/quote]
I'll look into it, thanks.
[quote=RoodY]I dont see how you can retake the point after the first cap[/quote]
There will be a respawn rework this next update.