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Koth_waste_pro
31
#31
cp_granary_pro
0 Frags +
SpikeHimselfa12 mirror http://fastdl.colonslash.tf/maps/koth_waste_pro_a12.bsp.bz2

what?

[quote=SpikeHimself]a12 mirror http://fastdl.colonslash.tf/maps/koth_waste_pro_a12.bsp.bz2[/quote]

what?
32
#32
1 Frags +

He's providing a download mirror for the latest version of your map.

He's providing a download mirror for the latest version of your map.
33
#33
cp_granary_pro
-1 Frags +

a13 is out after more pugging + feedback!
download: https://www.dropbox.com/s/l8iz4ie4rbm7e4a/koth_waste_pro_a13.bsp
-fixed cap time (same as viaduct now)
-added roof to choke to prevent easy and constant bombs
-added ramp on choke to make it a more viable place to push/rollout

a13 is out after more pugging + feedback!
download: https://www.dropbox.com/s/l8iz4ie4rbm7e4a/koth_waste_pro_a13.bsp
-fixed cap time (same as viaduct now)
-added roof to choke to prevent easy and constant bombs
-added ramp on choke to make it a more viable place to push/rollout
34
#34
1 Frags +

12:37 AM - Spirit of Massachusetts: can you gather and write me some feedback on my thread?
12:37 AM - Spirit of Massachusetts: for waste
12:37 AM - greatstalin: sure thing
12:37 AM - greatstalin: i also have the stv for it

https://www.dropbox.com/s/hivdkcnd711xwtd/20130928-2318-cp_highlands_a6b.dem

VOD is here on my YT channel (LIKE COMMENT SUBSCRIBE HASHTAG FOLLOW +FRAG LIKE ON FACEBOOK SHARE ON GOOGLE+ FRIEND ME ON LINKEDIN SHARE ON DEL.ICIO.US)

One of the main complaints we were having was that even though we now face forward, it's still jarring to leave spawn if you're not going right. That doesn't really matter much in the face of the fact that there isn't much jumping needed to get to mid on this map in the first place (for instance all I had to do was make one jump and I was a-ok on health going right).

Other complaints were that the doors on the left side were too close together to actually differentiate as a third way to get to mid other than going through the sewers. Going through the sewers as anything except a scout or a spy completely defeated the purpose of a third route because it was painfully easy to retain height advantage.

As someone who doesn't really play roamer and someone who is just plain bad at rocket jumping, even I didn't feel like that there were enough spots for big jumps to happen. I saw Benroads do the same starting jump over and over and over again because there just wasn't anything else to do.

Everything still feels really cramped (this alludes to the ability to walk from spawn to mid and still be on time for an even fight) on mid to the point where demoman can shoot from one side of mid to the other with a slightly charged sticky/arced rollers from the cover area AND the double door area.

The fence at the holding area is a good addition, but there's just that one place to hold. There isn't anywhere else that's somewhat safe besides at spawn. The area to the left of spawn where the cannon from hydro is goes totally unused for a majority of the game from the last time we played the map AND this PUG tonight. No spy plays were used for it, no engie plays, nothing. Even forward democamping didn't really take place near there. I think that area needs to be utilized for something else, quite possibly even another flank route to mid. If that gets used and spawn is moved a little to the left, it might take more than one jump and walking to get to mid. Shwan was surprised that equalizing as soldier was completely unnecessary because a single rocket jump got him to where he needed to be with great health.

12:37 AM - Spirit of Massachusetts: can you gather and write me some feedback on my thread?
12:37 AM - Spirit of Massachusetts: for waste
12:37 AM - greatstalin: sure thing
12:37 AM - greatstalin: i also have the stv for it

https://www.dropbox.com/s/hivdkcnd711xwtd/20130928-2318-cp_highlands_a6b.dem

[url=www.youtube.com/watch?v=ZWIPY0h-778]VOD is here on my YT channel[/url] (LIKE COMMENT SUBSCRIBE HASHTAG FOLLOW +FRAG LIKE ON FACEBOOK SHARE ON GOOGLE+ FRIEND ME ON LINKEDIN SHARE ON DEL.ICIO.US)


One of the main complaints we were having was that even though we now face forward, it's still jarring to leave spawn if you're not going right. That doesn't really matter much in the face of the fact that there isn't much jumping needed to get to mid on this map in the first place (for instance all I had to do was make one jump and I was a-ok on health going right).

Other complaints were that the doors on the left side were too close together to actually differentiate as a third way to get to mid other than going through the sewers. Going through the sewers as anything except a scout or a spy completely defeated the purpose of a third route because it was painfully easy to retain height advantage.

As someone who doesn't really play roamer and someone who is just plain bad at rocket jumping, even I didn't feel like that there were enough spots for big jumps to happen. I saw Benroads do the same starting jump over and over and over again because there just wasn't anything else to do.

Everything still feels really cramped (this alludes to the ability to walk from spawn to mid and still be on time for an even fight) on mid to the point where demoman can shoot from one side of mid to the other with a slightly charged sticky/arced rollers from the cover area AND the double door area.

The fence at the holding area is a good addition, but there's just that one place to hold. There isn't anywhere else that's somewhat safe besides at spawn. The area to the left of spawn where the cannon from hydro is goes totally unused for a majority of the game from the last time we played the map AND this PUG tonight. No spy plays were used for it, no engie plays, nothing. Even forward democamping didn't really take place near there. I think that area needs to be utilized for something else, quite possibly even another flank route to mid. If that gets used and spawn is moved a little to the left, it might take more than one jump and walking to get to mid. Shwan was surprised that equalizing as soldier was completely unnecessary because a single rocket jump got him to where he needed to be with great health.
35
#35
0 Frags +
gr8stalin12:37 AM - Spirit of Massachusetts: can you gather and write me some feedback on my thread?
12:37 AM - Spirit of Massachusetts: for waste
12:37 AM - greatstalin: sure thing
12:37 AM - greatstalin: i also have the stv for it

https://www.dropbox.com/s/hivdkcnd711xwtd/20130928-2318-cp_highlands_a6b.dem

Gonna post my VOD soon.

One of the main complaints we were having was that even though we now face forward, it's still jarring to leave spawn if you're not going right. That doesn't really matter much in the face of the fact that there isn't much jumping needed to get to mid on this map in the first place (for instance all I had to do was make one jump and I was a-ok on health going right).

Other complaints were that the doors on the left side were too close together to actually differentiate as a third way to get to mid other than going through the sewers. Going through the sewers as anything except a scout or a spy completely defeated the purpose of a third route because it was painfully easy to retain height advantage.

As someone who doesn't really play roamer and someone who is just plain bad at rocket jumping, even I didn't feel like that there were enough spots for big jumps to happen. I saw Benroads do the same starting jump over and over and over again because there just wasn't anything else to do.

Everything still feels really cramped (this alludes to the ability to walk from spawn to mid and still be on time for an even fight) on mid to the point where demoman can shoot from one side of mid to the other with a slightly charged sticky/arced rollers from the cover area AND the double door area.

The fence at the holding area is a good addition, but there's just that one place to hold. There isn't anywhere else that's somewhat safe besides at spawn. The area to the left of spawn where the cannon from hydro is goes totally unused for a majority of the game from the last time we played the map AND this PUG tonight. No spy plays were used for it, no engie plays, nothing. Even forward democamping didn't really take place near there. I think that area needs to be utilized for something else, quite possibly even another flank route to mid. If that gets used and spawn is moved a little to the left, it might take more than one jump and walking to get to mid. Shwan was surprised that equalizing as soldier was completely unnecessary because a single rocket jump got him to where he needed to be with great health.

I agree with the whole jumping thing. The removal of water kind of took away most of the "big" jumps that were possible before. I know most people will not agree but I thought the water was fairly balanced and even more so now with the awnings over upper entrance. I did have an idea to make some of the jumps a bit more fluid.

http://puu.sh/4CWum.jpg

Removing the bit of clipping at the top to make doing double jumps off that wall from upper would make mid far more interesting imo. Granted they are possible right now but hitting your head on that is really annoying.

As for other things

http://puu.sh/4CWyZ.jpg

I think the ramp at choke that leads up to the crates could be removed. It seemed to clutter up the already cramped mid and didn't serve much real purpose. Also moving the crates back to their original position would probably help with the flow.

http://puu.sh/4CWCH.jpg

Probably was only me but I really liked having the little shack in there as an escape. Not sure why exactly you removed it but I would like to see it put back.

http://puu.sh/4CWI2.jpg

Finally, maybe having a medium pack here would make it actually worth running though this death trap. I don't think I ever saw anybody come close to escaping though the tunnels on any of the pugs we've played on this map.

[quote=gr8stalin]12:37 AM - Spirit of Massachusetts: can you gather and write me some feedback on my thread?
12:37 AM - Spirit of Massachusetts: for waste
12:37 AM - greatstalin: sure thing
12:37 AM - greatstalin: i also have the stv for it

https://www.dropbox.com/s/hivdkcnd711xwtd/20130928-2318-cp_highlands_a6b.dem

Gonna post my VOD soon.

One of the main complaints we were having was that even though we now face forward, it's still jarring to leave spawn if you're not going right. That doesn't really matter much in the face of the fact that there isn't much jumping needed to get to mid on this map in the first place (for instance all I had to do was make one jump and I was a-ok on health going right).

Other complaints were that the doors on the left side were too close together to actually differentiate as a third way to get to mid other than going through the sewers. Going through the sewers as anything except a scout or a spy completely defeated the purpose of a third route because it was painfully easy to retain height advantage.

As someone who doesn't really play roamer and someone who is just plain bad at rocket jumping, even I didn't feel like that there were enough spots for big jumps to happen. I saw Benroads do the same starting jump over and over and over again because there just wasn't anything else to do.

Everything still feels really cramped (this alludes to the ability to walk from spawn to mid and still be on time for an even fight) on mid to the point where demoman can shoot from one side of mid to the other with a slightly charged sticky/arced rollers from the cover area AND the double door area.

The fence at the holding area is a good addition, but there's just that one place to hold. There isn't anywhere else that's somewhat safe besides at spawn. The area to the left of spawn where the cannon from hydro is goes totally unused for a majority of the game from the last time we played the map AND this PUG tonight. No spy plays were used for it, no engie plays, nothing. Even forward democamping didn't really take place near there. I think that area needs to be utilized for something else, quite possibly even another flank route to mid. If that gets used and spawn is moved a little to the left, it might take more than one jump and walking to get to mid. Shwan was surprised that equalizing as soldier was completely unnecessary because a single rocket jump got him to where he needed to be with great health.[/quote]

I agree with the whole jumping thing. The removal of water kind of took away most of the "big" jumps that were possible before. I know most people will not agree but I thought the water was fairly balanced and even more so now with the awnings over upper entrance. I did have an idea to make some of the jumps a bit more fluid.

[img]http://puu.sh/4CWum.jpg[/img]

Removing the bit of clipping at the top to make doing double jumps off that wall from upper would make mid far more interesting imo. Granted they are possible right now but hitting your head on that is really annoying.

As for other things

[img]http://puu.sh/4CWyZ.jpg[/img]

I think the ramp at choke that leads up to the crates could be removed. It seemed to clutter up the already cramped mid and didn't serve much real purpose. Also moving the crates back to their original position would probably help with the flow.

[img]http://puu.sh/4CWCH.jpg[/img]

Probably was only me but I really liked having the little shack in there as an escape. Not sure why exactly you removed it but I would like to see it put back.

[img]http://puu.sh/4CWI2.jpg[/img]

Finally, maybe having a medium pack here would make it actually worth running though this death trap. I don't think I ever saw anybody come close to escaping though the tunnels on any of the pugs we've played on this map.
36
#36
cp_granary_pro
0 Frags +

a16 is out. I'm mainly releasing it for the new maps to test. I'm currently in the middle of adding a further back spawn and new area. In a17 the "old spawn" from the original koth_waste isn't blocked off and is used as an extra entrance from the further back spawn and area. The new tunnel leading to mid is also different in a17.

a16: https://www.dropbox.com/s/qj71m6mouz0faxw/koth_waste_pro_a16.bsp
a16 changelog: tunnel leading to mid, less clutter, awning choke is less chokey (may be good/may be bad), old spawn is closed off, medium health kit in pipe under mid, small health kit on ground, different lighting (still looks a little off to me but idk), reopened the little houses on mid.

a16 is out. I'm mainly releasing it for the new maps to test. I'm currently in the middle of adding a further back spawn and new area. In a17 the "old spawn" from the original koth_waste isn't blocked off and is used as an extra entrance from the further back spawn and area. The new tunnel leading to mid is also different in a17.

a16: https://www.dropbox.com/s/qj71m6mouz0faxw/koth_waste_pro_a16.bsp
a16 changelog: tunnel leading to mid, less clutter, awning choke is less chokey (may be good/may be bad), old spawn is closed off, medium health kit in pipe under mid, small health kit on ground, different lighting (still looks a little off to me but idk), reopened the little houses on mid.
37
#37
cp_granary_pro
5 Frags +

bump from the grave a18 is out

edit: a19 fixes some major clipping issues and minor bugs

bump from the grave a18 is out

edit: a19 fixes some major clipping issues and minor bugs
38
#38
5 Frags +
PapaSmurf323its not badlands

http://puu.sh/7NdJo.png

[quote=PapaSmurf323]its not badlands[/quote]

[img]http://puu.sh/7NdJo.png[/img]
39
#39
cp_granary_pro
0 Frags +

I'm crying

I'm crying
40
#40
10 Frags +

http://i.imgur.com/aYgasFA.png

Thanks for being a little bitch Dagger

[img]http://i.imgur.com/aYgasFA.png[/img]

Thanks for being a little bitch Dagger
41
#41
7 Frags +

ヽ༼ຈل͜ຈ༽ノ RIOT ヽ༼ຈل͜ຈ༽ノ

ヽ༼ຈل͜ຈ༽ノ RIOT ヽ༼ຈل͜ຈ༽ノ
42
#42
9 Frags +

mana made a mistake by name-dropping the people that complained about it
IT SHOULD'VE BEEN DIFFERENT

mana made a mistake by name-dropping the people that complained about it
IT SHOULD'VE BEEN DIFFERENT
43
#43
2 Frags +
wareyamana made a mistake by name-dropping the people that complained about it
IT SHOULD'VE BEEN DIFFERENT

Ever since I've fucked up I haven't been able to sleep well and "it's not badlands" constantly whispers in and out of my mind...I'm trying to repent as hard as I can.

[quote=wareya]mana made a mistake by name-dropping the people that complained about it
IT SHOULD'VE BEEN DIFFERENT[/quote]
Ever since I've fucked up I haven't been able to sleep well and "it's not badlands" constantly whispers in and out of my mind...I'm trying to repent as hard as I can.
44
#44
11 Frags +

http://i.imgur.com/oDg41su.gif

[img]http://i.imgur.com/oDg41su.gif[/img]
45
#45
11 Frags +

PapaSmurf if it gets my maps any actual fucking attention you can jerk yourself off about badlands in my map threads as much as you want

PapaSmurf if it gets my maps any actual fucking attention you can jerk yourself off about badlands in my map threads as much as you want
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