http://i.imgur.com/WcCPKlG.jpg
Obviously a purely aesthetic thing, but I noticed this while jumping around on the map. The transition between rock and concrete here is really jarring. Overall, I really like the flow of the map and this isn't even worth a new version, but I thought I'd at least mention it.
[IMG]http://i.imgur.com/WcCPKlG.jpg[/IMG]
Obviously a purely aesthetic thing, but I noticed this while jumping around on the map. The transition between rock and concrete here is really jarring. Overall, I really like the flow of the map and this isn't even worth a new version, but I thought I'd at least mention it.
http://i.imgur.com/CxdtztR.jpg
You can get stuck where the stickies are. Also, not sure if intentional, but you can jump from those boxes to top as every class except soldier and heavy.
[img]http://i.imgur.com/CxdtztR.jpg[/img]
You can get stuck where the stickies are. Also, not sure if intentional, but you can jump from those boxes to top as every class except soldier and heavy.
I'm not sure why you would be over there, but that can definitely be fixed, but I don't think it merits a new version. That's not intentional but it was not supposed to be the other way either; if it becomes an issue I can fix it.
And of course that transition is going to get cleaned up. I wanted to dress up cave a bit for this update but due to the ETF2L season starting I needed a new official version out pretty quickly.
I'm not sure why you would be over there, but that can definitely be fixed, but I don't think it merits a new version. That's not intentional but it was not supposed to be the other way either; if it becomes an issue I can fix it.
And of course that transition is going to get cleaned up. I wanted to dress up cave a bit for this update but due to the ETF2L season starting I needed a new official version out pretty quickly.
Mooooore feedback? Im running out of ideas guys, help me out. I would appreciate if you could upload (or send in private) a VMF file, so i could play around in hammer with a latest version, can't decompile this version for some reason
Goofs:
1. Maybe not that important or gamebreaking, but this might need a fix in future, just in case, can do that in all spawns
http://i.imgur.com/n4ymdEO.jpg
2. Will this be fixed?
http://i.imgur.com/7hVn9LJ.jpg
3. Can snipe through this, kinda goofy spot but still
http://i.imgur.com/zJ1hHvk.jpg
Last:
1. Make 1 more entrance here (can be moved more to the left maybe), so that Sniper/Spy could have an easier time to get a pick, because currently it's impossible to get a pick as sniper since you're getting spammed 24/7 on Left side and it's 50/50 if Spy can get past that entrance
http://i.imgur.com/ORyAs0o.png
http://i.imgur.com/QzLBK4L.png
http://i.imgur.com/ufsXTH0.png
Second:
1. Also possibly make an entrance here, because 1 Sniper can watch Choke and all Big house (or w/e that placed called) area and this could provide a bit of a more "Element of surprise" stuff
http://i.imgur.com/n71VJtj.png
http://i.imgur.com/BUZhHOy.png
http://i.imgur.com/ZlsbnrR.png
2. And make this ramp a bit shorter, i see people bumping on it sometimes
http://i.imgur.com/8U2M8X4.png
http://i.imgur.com/RPowJxW.png
Done for now
Mooooore feedback? Im running out of ideas guys, help me out. I would appreciate if you could upload (or send in private) a VMF file, so i could play around in hammer with a latest version, can't decompile this version for some reason
[b]Goofs:[/b]
1. Maybe not that important or gamebreaking, but this might need a fix in future, just in case, can do that in all spawns
[img]http://i.imgur.com/n4ymdEO.jpg[/img]
2. Will this be fixed?
[img]http://i.imgur.com/7hVn9LJ.jpg[/img]
3. Can snipe through this, kinda goofy spot but still
[img]http://i.imgur.com/zJ1hHvk.jpg[/img]
[b]Last:[/b]
1. Make 1 more entrance here (can be moved more to the left maybe), so that Sniper/Spy could have an easier time to get a pick, because currently it's impossible to get a pick as sniper since you're getting spammed 24/7 on Left side and it's 50/50 if Spy can get past that entrance
[img]http://i.imgur.com/ORyAs0o.png[/img]
[img]http://i.imgur.com/QzLBK4L.png[/img]
[img]http://i.imgur.com/ufsXTH0.png[/img]
[b]Second:[/b]
1. Also possibly make an entrance here, because 1 Sniper can watch Choke and all Big house (or w/e that placed called) area and this could provide a bit of a more "Element of surprise" stuff
[img]http://i.imgur.com/n71VJtj.png[/img]
[img]http://i.imgur.com/BUZhHOy.png[/img]
[img]http://i.imgur.com/ZlsbnrR.png[/img]
2. And make this ramp a bit shorter, i see people bumping on it sometimes
[img]http://i.imgur.com/8U2M8X4.png[/img]
[img]http://i.imgur.com/RPowJxW.png[/img]
Done for now
Quick Update:
Don't expect a new version until Logjam is played in ETF2L season 19. That should be a few weeks away at least.
While I'm not making gameplay changes, actual detailing is going to happen in areas that are not subject to much change.
Gandalf's Summer Cave:
http://i.imgur.com/6w5iAWX.jpg
http://i.imgur.com/lt1W8JS.jpg
By no means is it perfect or done, but I figured I'd make a post showing that the map is still in dev. Thanks guys!
Quick Update:
Don't expect a new version until Logjam is played in ETF2L season 19. That should be a few weeks away at least.
While I'm not making gameplay changes, actual detailing is going to happen in areas that are not subject to much change.
Gandalf's Summer Cave:
[img]http://i.imgur.com/6w5iAWX.jpg[/img]
[img]http://i.imgur.com/lt1W8JS.jpg[/img]
By no means is it perfect or done, but I figured I'd make a post showing that the map is still in dev. Thanks guys!
dude that looks nice and you even used the wood slats texture properly
dig it
dude that looks nice and you even used the wood slats texture properly
dig it
known hyce for a while and remember pugging this in its first stages
made a lot of progress dog
good luck and keep up the good work!!!
known hyce for a while and remember pugging this in its first stages
made a lot of progress dog
good luck and keep up the good work!!!
TheFragile has announced that this map is going to be played in a week only for CEVO-Professional teams, which is excellent- if anyone has any comments, ideas, or feedback, I'd like to hear them soon so I can get a new version out.
TheFragile has announced that this map is going to be played in a week only for CEVO-Professional teams, which is excellent- if anyone has any comments, ideas, or feedback, I'd like to hear them soon so I can get a new version out.
It's going to be played in the FBTF Custom Maps Cup too (south-american league)!
It's going to be played in the FBTF Custom Maps Cup too (south-american league)!
How is development going? Any chance for a dl link for that last version?
How is development going? Any chance for a dl link for that last version?
Final exams are coming up soon for me, so school is keeping me busy. It's also the beginning of The Polar Express at the railroad museum so life outside school is also busy. I haven't touched logjam in about a week or so. When I get the chance I'll crank out a new version, probably over Thanksgiving.
Final exams are coming up soon for me, so school is keeping me busy. It's also the beginning of The Polar Express at the railroad museum so life outside school is also busy. I haven't touched logjam in about a week or so. When I get the chance I'll crank out a new version, probably over Thanksgiving.
Logjam pre beta 11 available for your testing (I don't care about textures and that stuff I know a few aren't right). This is not an official version and the changes are not for sure going to be in beta 11. Test it and tell me what you think!
Changes:
Moved some boxes at last so you can't get stuck anymore
Added some detail in cave
Fixed being able to build in respawn rooms
Added a shutter on logroom/banana to null snipers
Edited choke's floor a bit to reduce floating sticky nonsense
Modified the left entrance to last and secret so that they hopefully play better
https://www.dropbox.com/s/y9a611p5fxq08sr/cp_logjam_b11pre1.bsp?dl=0
Logjam pre beta 11 available for your testing (I don't care about textures and that stuff I know a few aren't right). This is not an official version and the changes are not for sure going to be in beta 11. Test it and tell me what you think!
Changes:
Moved some boxes at last so you can't get stuck anymore
Added some detail in cave
Fixed being able to build in respawn rooms
Added a shutter on logroom/banana to null snipers
Edited choke's floor a bit to reduce floating sticky nonsense
Modified the left entrance to last and secret so that they hopefully play better
https://www.dropbox.com/s/y9a611p5fxq08sr/cp_logjam_b11pre1.bsp?dl=0
Loving the new aesthetic change in caves. The shutter on Second might mean holding second becomes easier as you can lock log down even if it was supposed to be to a defenders detriment, which would be nice.
There are a number of holes in the map floor or ceiling though. Mostly wont affect game play but they look bad. The one at choke I couldn't get a rocket through but it might just be that I'm a baddie.
http://steamcommunity.com/sharedfiles/filedetails/?id=345989271
http://steamcommunity.com/sharedfiles/filedetails/?id=345989413
http://steamcommunity.com/sharedfiles/filedetails/?id=345989454
http://steamcommunity.com/sharedfiles/filedetails/?id=345989326
http://steamcommunity.com/sharedfiles/filedetails/?id=345989271
Further the ramp up to mid in log room could be raised so you can actually see into log now before dropping in now that the sniper line is gone.
On the sneak to last there is a horrible sniper sight line. It's way way too open, perhaps a mesh between the pillar on lobby. But to lock down the side you need to be so, so far forward at the moment.
http://steamcommunity.com/sharedfiles/filedetails/?id=346012588
On this you can snipe last from box pile to box pile without being in any danger at all unless BLU are basically in lobby. And if you're stood where I am in the picture you can be headshot from all the way back into cave. It's not ideal.
Vent colouring is a bit off.
http://steamcommunity.com/sharedfiles/filedetails/?id=346012637
and you can glitch the wall above cave on 2nd to stand on it.
http://steamcommunity.com/sharedfiles/filedetails/?id=346012547
Loving the new aesthetic change in caves. The shutter on Second might mean holding second becomes easier as you can lock log down even if it was supposed to be to a defenders detriment, which would be nice.
There are a number of holes in the map floor or ceiling though. Mostly wont affect game play but they look bad. The one at choke I couldn't get a rocket through but it might just be that I'm a baddie.
http://steamcommunity.com/sharedfiles/filedetails/?id=345989271
http://steamcommunity.com/sharedfiles/filedetails/?id=345989413
http://steamcommunity.com/sharedfiles/filedetails/?id=345989454
http://steamcommunity.com/sharedfiles/filedetails/?id=345989326
http://steamcommunity.com/sharedfiles/filedetails/?id=345989271
Further the ramp up to mid in log room could be raised so you can actually see into log now before dropping in now that the sniper line is gone.
On the sneak to last there is a horrible sniper sight line. It's way way too open, perhaps a mesh between the pillar on lobby. But to lock down the side you need to be so, so far forward at the moment.
http://steamcommunity.com/sharedfiles/filedetails/?id=346012588
On this you can snipe last from box pile to box pile without being in any danger at all unless BLU are basically in lobby. And if you're stood where I am in the picture you can be headshot from all the way back into cave. It's not ideal.
Vent colouring is a bit off.
http://steamcommunity.com/sharedfiles/filedetails/?id=346012637
and you can glitch the wall above cave on 2nd to stand on it.
http://steamcommunity.com/sharedfiles/filedetails/?id=346012547
http://i.imgur.com/rJuMGL6.jpg
Maybe put crates on this side as well?
http://i.imgur.com/1K03UM0.jpg
For some reason, when you touch this Locker, other one opens, Blu side only
+1 to what Henghast said. Last and cave looking good now.
[img]http://i.imgur.com/rJuMGL6.jpg[/img]
Maybe put crates on this side as well?
[img]http://i.imgur.com/1K03UM0.jpg[/img]
For some reason, when you touch this Locker, other one opens, Blu side only
+1 to what Henghast said. Last and cave looking good now.
Excellent henghast and popcorp.
I looked into the sniper sightline coming from the lower part of the area you showed but didn't think to look at the upper, that's pretty awful and I'll fix it.
I appreciate the displacement glitches. The ones you can't shoot through have separate collision meshes. I still have no strong opinions on the shutter at logroom one way or another, we'll see as testing goes if I should find a different way to fix that sniper sightline.
Excellent henghast and popcorp.
I looked into the sniper sightline coming from the lower part of the area you showed but didn't think to look at the upper, that's pretty awful and I'll fix it.
I appreciate the displacement glitches. The ones you can't shoot through have separate collision meshes. I still have no strong opinions on the shutter at logroom one way or another, we'll see as testing goes if I should find a different way to fix that sniper sightline.
I love how the cave looks now, but it's gonna make demo/soldier mains(like me) sad with all the splash bug, and with all the hiding spots on the top it makes pushing cave to mid really bad
I love how the cave looks now, but it's gonna make demo/soldier mains(like me) sad with all the splash bug, and with all the hiding spots on the top it makes pushing cave to mid really bad
all the clipping wood in cave is gonna make it a pain in the ass to trade ubers even tho I love the fact that you can hide in them as scout for a potencial backcap. The changes to the sneaky part are a good idea but it feels odd pushing through it cause once you get hit their with somehting you are basiclly dead. I would wish for a wider opening there to make a push into last / or aggresive hold in lobby more feasible. NOW FIX THE FREAKING MID YOU KNOBHEAD
all the clipping wood in cave is gonna make it a pain in the ass to trade ubers even tho I love the fact that you can hide in them as scout for a potencial backcap. The changes to the sneaky part are a good idea but it feels odd pushing through it cause once you get hit their with somehting you are basiclly dead. I would wish for a wider opening there to make a push into last / or aggresive hold in lobby more feasible. NOW FIX THE FREAKING MID YOU KNOBHEAD
I second ipz' points apart from the knobhead bit.
I second ipz' points apart from the knobhead bit.
Okay for all the casted premier matches that I got a chance to watch I did a quick overview of how the middles turned out, because that seems to be the biggest problem with the map for a lot of people. I've listed what time on the youtube vods the mid starts (with the start of a new round), the team that won, and a quick sentence or two on what seems to happen. There's little consistency on how much I wrote but it gives the basic idea. WALL OF TEXT INCOMING!
*also disclaimer, I've spent very little time actually playing on this map, so if anyone with more experience on the map thinks I'm horribly wrong, please feel free to explain why.
LBC vs 4-25
1st mid (3:59) lbc
-goes across bridge
2nd mid 6:36 lbc
- more flank action by caves
- combo still crosses bridge
3d mid (9:18) 4-25
- combo crosses bridge
4th mid (12:31) lbc
- waits around house for a while,
-combo crosses bridge
5th mid (14:04) lbc
- pushes across bridge
Maincall.tf vs BK
1st mid (6:44) BK
- fairly aggressive jumping by maincall
-lots of players fall under bridge, slightly more dynamic
2nd mid (10:20) BK
- BK goes under bridge, got there way faster
-maincall backs out, rotates with heals
-bk comes back again
3d mid (14:20) maincall.tf
-maincall bombs house early
-get flanked? idk
-neither combo really got into mid intact
4th mid (16:55) BK?
-baits agression
-pushes across bridge
- maincall.tf kritzes right back in
5th mid 23:23 BK
-war can't rollout (Kappa)
- nothing else to say
6th mid (26:43) Maincall.tf
- hung around choke until maincall had clear advantage
7th mid (28:26) maincall.tf
- hard to tell, looked like bk tried to go under?
-maincall stayed choke
8th mid (30:08) BK
- maincall flank pushes caves hard w/flank
- bk crosses point
9th mid (32:37) BK
- bk combo just crosses bridge
10th mid (35:13) BK
-crosses bridge
eshock vs bk
1st mid (2:24) eshock
- hung around choke
-crossed bridge
2nd mid (5:58) BK
- pushes across point
3d mid (18:06) eshock
- hangs around choke,
- eshock pushes across bridge
4th mid (28:22) eshock
- bk tries to go valley, gets destroyed by eshock
cool clan vs lbc
1st mid (4:25) cool clan
- absorbs aggression
-pushes across mid
2nd mid (10:01) lbc
- lbc pushes across mid early
3rd mid (22:21) lbc
- cool clan tries to push valley
- very slow mid
4th mid (30:19) cool clan
- cool clan pushes caves side
cool clan vs planet express
1st mid 2:43 plex
- cool clan rotates cave, gets shut down
2nd mid 4:41 plex
- cool can rotates cave/valley, destroyed again
3rd mid 7:29 plex
- planet express rotates valley, comes up far side
- cool clan to far back to contest them
4th mid 12:50 cool clan
- passive mid by cool clan, ran sniper
-moved across bridge
ubersexuals (maincall) vs planet express
1st mid (3:56) us
- us send flank behind, sandwhiches plex
-pushes across bridge
2nd mid 5:19 plex
- us move across bridge 1st, plex jumps them
-moves across bridge
3d mid 15:30 plex
- straight fight, push across bridge
4th mid 12:56 plex
- plushes across
One thing I noticed throughout these matches was that demo rollouts meant nothing. You could walk there with the combo and probably still be just as effective. I don't really know what the solution for this would be, but as the mid works right now, the demo can't really do any early damage and is only opening himself up to speedy roamer rollouts by getting there first. The bigger problem I feel is a lack of options on mid. As the combo you can come up through choke or through the ramp on rollout building, but the only real difference is which side of the shack/house? (idk map calls) you come up on. From there, the combo's job is to hang around and spam until they gain a clear advantage or disadvantage to move across the bridge. If teams wanted to jump aggressively they could do that. Sometimes it would work, and sometimes the other team would just back into choke and kill all the jumpers. The problem is this is a huge part of the mid that isn't used successfully. If the combo tried to go into the valley, caves area the other team could just step forward onto the bridge and absolutely destroy them. This I think is the big problem with the actual architecture of mid. The bridge is the fastest route to the other team, and it also offers the most direct sightlines, spam angles, and height advantages. Generally the two most famous cp mids are badlands and process. Both of these mids have lots of options for the combo, which is something logjam is missing at this moment. I think the biggest thing you could do to fix this is encourage teams to push the far side of the ramp, over by the forward spawn. It could be as simple as changing the orientation of the ramp or providing more cover to help them cross, but something should be done.
Okay for all the casted premier matches that I got a chance to watch I did a quick overview of how the middles turned out, because that seems to be the biggest problem with the map for a lot of people. I've listed what time on the youtube vods the mid starts (with the start of a new round), the team that won, and a quick sentence or two on what seems to happen. There's little consistency on how much I wrote but it gives the basic idea. WALL OF TEXT INCOMING!
*also disclaimer, I've spent very little time actually playing on this map, so if anyone with more experience on the map thinks I'm horribly wrong, please feel free to explain why.
[b]LBC vs 4-25[/b]
1st mid (3:59)[b] lbc[/b]
-goes across bridge
2nd mid 6:36 [b]lbc[/b]
- more flank action by caves
- combo still crosses bridge
3d mid (9:18) [b]4-25[/b]
- combo crosses bridge
4th mid (12:31) [b]lbc[/b]
- waits around house for a while,
-combo crosses bridge
5th mid (14:04) [b]lbc[/b]
- pushes across bridge
[b]Maincall.tf vs BK[/b]
1st mid (6:44) [b]BK[/b]
- fairly aggressive jumping by maincall
-lots of players fall under bridge, slightly more dynamic
2nd mid (10:20) [b]BK[/b]
- BK goes under bridge, got there way faster
-maincall backs out, rotates with heals
-bk comes back again
3d mid (14:20) [b]maincall.tf[/b]
-maincall bombs house early
-get flanked? idk
-neither combo really got into mid intact
4th mid (16:55) [b]BK?[/b]
-baits agression
-pushes across bridge
- maincall.tf kritzes right back in
5th mid 23:23 [b]BK[/b]
-war can't rollout (Kappa)
- nothing else to say
6th mid (26:43) [b]Maincall.tf[/b]
- hung around choke until maincall had clear advantage
7th mid (28:26) [b]maincall.tf[/b]
- hard to tell, looked like bk tried to go under?
-maincall stayed choke
8th mid (30:08)[b] BK[/b]
- maincall flank pushes caves hard w/flank
- bk crosses point
9th mid (32:37)[b] BK[/b]
- bk combo just crosses bridge
10th mid (35:13) [b]BK[/b]
-crosses bridge
[b]eshock vs bk[/b]
1st mid (2:24) [b]eshock[/b]
- hung around choke
-crossed bridge
2nd mid (5:58) [b]BK[/b]
- pushes across point
3d mid (18:06) [b]eshock[/b]
- hangs around choke,
- eshock pushes across bridge
4th mid (28:22)[b] eshock[/b]
- bk tries to go valley, gets destroyed by eshock
[b]cool clan vs lbc[/b]
1st mid (4:25) [b]cool clan[/b]
- absorbs aggression
-pushes across mid
2nd mid (10:01) [b]lbc[/b]
- lbc pushes across mid early
3rd mid (22:21) [b]lbc[/b]
- cool clan tries to push valley
- very slow mid
4th mid (30:19) [b]cool clan[/b]
- cool clan pushes caves side
[b]cool clan vs planet express[/b]
1st mid 2:43 [b]plex[/b]
- cool clan rotates cave, gets shut down
2nd mid 4:41 [b]plex[/b]
- cool can rotates cave/valley, destroyed again
3rd mid 7:29 [b]plex[/b]
- planet express rotates valley, comes up far side
- cool clan to far back to contest them
4th mid 12:50 [b]cool clan[/b]
- passive mid by cool clan, ran sniper
-moved across bridge
[b]ubersexuals (maincall) vs planet express[/b]
1st mid (3:56) [b]us[/b]
- us send flank behind, sandwhiches plex
-pushes across bridge
2nd mid 5:19 [b]plex[/b]
- us move across bridge 1st, plex jumps them
-moves across bridge
3d mid 15:30 [b]plex[/b]
- straight fight, push across bridge
4th mid 12:56 [b]plex[/b]
- plushes across
One thing I noticed throughout these matches was that demo rollouts meant nothing. You could walk there with the combo and probably still be just as effective. I don't really know what the solution for this would be, but as the mid works right now, the demo can't really do any early damage and is only opening himself up to speedy roamer rollouts by getting there first. The bigger problem I feel is a lack of options on mid. As the combo you can come up through choke or through the ramp on rollout building, but the only real difference is which side of the shack/house? (idk map calls) you come up on. From there, the combo's job is to hang around and spam until they gain a clear advantage or disadvantage to move across the bridge. If teams wanted to jump aggressively they could do that. Sometimes it would work, and sometimes the other team would just back into choke and kill all the jumpers. The problem is this is a huge part of the mid that isn't used successfully. If the combo tried to go into the valley, caves area the other team could just step forward onto the bridge and absolutely destroy them. This I think is the big problem with the actual architecture of mid. The bridge is the fastest route to the other team, and it also offers the most direct sightlines, spam angles, and height advantages. Generally the two most famous cp mids are badlands and process. Both of these mids have lots of options for the combo, which is something logjam is missing at this moment. I think the biggest thing you could do to fix this is encourage teams to push the far side of the ramp, over by the forward spawn. It could be as simple as changing the orientation of the ramp or providing more cover to help them cross, but something should be done.
Once again not official and all changes are temporary, keep that in mind.
Download: https://www.dropbox.com/s/26hixdtexqp7jjd/cp_logjam_b11pre2.bsp?dl=0
Changes for B11pre2
Made the door to the left side last entrances a bit shorter to fix a sniper sightline
Increased the width of sneaky's door at last
Modified the left entrance at mid to hopefully add more options on mid and make mid a touch smaller.
Clipped most of the walls in cave to make walking in there smoother, didn't clip the tops of beams but I may have to do that in the near future.
http://i.imgur.com/HkW9C8B.jpg
http://i.imgur.com/BqDwKcS.jpg
Once again not official and all changes are temporary, keep that in mind.
Download: https://www.dropbox.com/s/26hixdtexqp7jjd/cp_logjam_b11pre2.bsp?dl=0
Changes for B11pre2
Made the door to the left side last entrances a bit shorter to fix a sniper sightline
Increased the width of sneaky's door at last
Modified the left entrance at mid to hopefully add more options on mid and make mid a touch smaller.
Clipped most of the walls in cave to make walking in there smoother, didn't clip the tops of beams but I may have to do that in the near future.
[img]http://i.imgur.com/HkW9C8B.jpg[/img]
[img]http://i.imgur.com/BqDwKcS.jpg[/img]
That very tight area between 2 houses looks so out of place, imo you should just make an entrance of the left house smaller, because going through that tight area is going to be hell for everyone.
That very tight area between 2 houses looks so out of place, imo you should just make an entrance of the left house smaller, because going through that tight area is going to be hell for everyone.
I might be an idiot but now that there's a shutter door on logroom is there really a need for the arch? I think the little bit on the walkway blocks the sniper sightline from choke, and peeking the door itself is probably too risky anyway. If I'm wrong then ignore this.
I might be an idiot but now that there's a shutter door on logroom is there really a need for the arch? I think the little bit on the walkway blocks the sniper sightline from choke, and peeking the door itself is probably too risky anyway. If I'm wrong then ignore this.
I'm not certain as to what you mean, kermit. The shape of logroom itself? Yeah, there's probably no reason for that anymore. If the shutter stays I can modify it.
I'm not certain as to what you mean, kermit. The shape of logroom itself? Yeah, there's probably no reason for that anymore. If the shutter stays I can modify it.
No he means that rocky arch on the back left of spire from the defender's perspective on 2nd.
No he means that rocky arch on the back left of spire from the defender's perspective on 2nd.
did you fix heavies being able to fire through the wall at last? I remember walking through this map in pugs with you, it's come a long way. You added elevation to mid YES! Also, you made the tunnel narrower like you said you would. I like the map! If you ever have a pug on it again, shoot me a message! I love intermodal and I think this one is just as solid!
did you fix heavies being able to fire through the wall at last? I remember walking through this map in pugs with you, it's come a long way. You added elevation to mid YES! Also, you made the tunnel narrower like you said you would. I like the map! If you ever have a pug on it again, shoot me a message! I love intermodal and I think this one is just as solid!
If this map is as solid as intermodal is I should honestly go cry myself to sleep.
Rock arch? Hmm. Perhaps, I'll take a look at it. I seem to remember having more than one reason for it being there and I'm not certain if it hinders anything (let me know if it really bugs you!)
If this map is as solid as intermodal is I should honestly go cry myself to sleep.
Rock arch? Hmm. Perhaps, I'll take a look at it. I seem to remember having more than one reason for it being there and I'm not certain if it hinders anything (let me know if it really bugs you!)
I want to suggest some changes, of course these are just suggestions given by my point of view, according to what I think it's best.
I'll start with the first things i notice coming out of the respawn:
http://i.imgur.com/osCWzYc.jpg
i don't understand those pillars, it was better before, also why don't remove that fence and that step and put something like a barrier with glass
http://i.imgur.com/AJj1HEL.jpg
This is pretty simple, moving both ammopack and medkit a little on the right and a little towards the character, and i also suggest to invert their position, putting the health nearer the entrance and the ammopack farther (this will prolly help demo's rollout)
http://i.imgur.com/P0Yt9Iw.jpg
What the hell is this thing? :D
http://i.imgur.com/wThkykB.jpg
this is both aesthetic and it also makes a lot of things easier/faster, and makes that corridor look bigger
http://i.imgur.com/4mcPu24.jpg
this modification is doable whether or not you remove the stone arch, flatter/normalize the floor and put a wall/fence/barrier, whatever, that divides the corridor from the rest of the zone
http://i.imgur.com/LQBtroh.jpg
This is purely aesthetic, Why is this shutter so big? maybe to help demo's rollout? i'm not sure it helps a lot, but if it does well it's fine then
http://i.imgur.com/ik3LtTL.jpg
This does not need an explanation :>
Now for the middle i have different suggestions, the best i think it's to remove completely that kinda house/cave entrance, whatever
http://i.imgur.com/gr4XFw4.jpg
and just do something like this:
http://i.imgur.com/OJO3IRC.jpg
or you can just make the whole thing like in b10pre1 version, which was better
That's it i'm done :D
I want to suggest some changes, of course these are just suggestions given by my point of view, according to what I think it's best.
I'll start with the first things i notice coming out of the respawn:
[img]http://i.imgur.com/osCWzYc.jpg[/img]
i don't understand those pillars, it was better before, also why don't remove that fence and that step and put something like a barrier with glass
[img]http://i.imgur.com/AJj1HEL.jpg[/img]
This is pretty simple, moving both ammopack and medkit a little on the right and a little towards the character, and i also suggest to invert their position, putting the health nearer the entrance and the ammopack farther (this will prolly help demo's rollout)
[img]http://i.imgur.com/P0Yt9Iw.jpg[/img]
What the hell is this thing? :D
[img]http://i.imgur.com/wThkykB.jpg[/img]
this is both aesthetic and it also makes a lot of things easier/faster, and makes that corridor look bigger
[img]http://i.imgur.com/4mcPu24.jpg[/img]
this modification is doable whether or not you remove the stone arch, flatter/normalize the floor and put a wall/fence/barrier, whatever, that divides the corridor from the rest of the zone
[img]http://i.imgur.com/LQBtroh.jpg[/img]
This is purely aesthetic, Why is this shutter so big? maybe to help demo's rollout? i'm not sure it helps a lot, but if it does well it's fine then
[img]http://i.imgur.com/ik3LtTL.jpg[/img]
This does not need an explanation :>
Now for the middle i have different suggestions, the best i think it's to remove completely that kinda house/cave entrance, whatever
[img]http://i.imgur.com/gr4XFw4.jpg[/img]
and just do something like this:
[img]http://i.imgur.com/OJO3IRC.jpg[/img]
or you can just make the whole thing like in b10pre1 version, which was better
That's it i'm done :D
rock-http://i.imgur.com/P0Yt9Iw.jpg
What the hell is this thing? :D
How dare you question mashed potato/penis rock? Who do you think you are?
On a serious note, I'm not really sure about rock's comments on lobby and second one way or the other, but I don't really agree with getting rid of the house/cave entrance. I think it allows a team to rotate and push the far side of the bridge without being punished. It gives more cover for roamers and makes the cave push at least semi viable in both directions.
rock-http://i.imgur.com/ik3LtTL.jpg
This does not need an explanation :>
The one thing I do agree with is rock's comment about the size of choke now. At the very least, you can move that new structure to match up with the corner of the wood. I think cutting off even double of that distance (from where it is now to lining up with the wood corner) would create a good balance between the purposes of choke and that cave house.
[quote=rock-]
[img]http://i.imgur.com/P0Yt9Iw.jpg[/img]
What the hell is this thing? :D
[/quote]
How dare you question mashed potato/penis rock? Who do you think you are?
On a serious note, I'm not really sure about rock's comments on lobby and second one way or the other, but I don't really agree with getting rid of the house/cave entrance. I think it allows a team to rotate and push the far side of the bridge without being punished. It gives more cover for roamers and makes the cave push at least semi viable in both directions.
[quote=rock-]
[img]http://i.imgur.com/ik3LtTL.jpg[/img]
This does not need an explanation :>
[/quote]
The one thing I do agree with is rock's comment about the size of choke now. At the very least, you can move that new structure to match up with the corner of the wood. I think cutting off even double of that distance (from where it is now to lining up with the wood corner) would create a good balance between the purposes of choke and that cave house.
I think you just need to move that cave entrance further into cave, so you have a wider mid. Extend everything out further, and indent the entrance into cave.
I think you just need to move that cave entrance further into cave, so you have a wider mid. Extend everything out further, and indent the entrance into cave.
you using hammer tool to make this, right hyce? i wanna try and make version of it myself just to see how it looks, do you think it's possible?
you using hammer tool to make this, right hyce? i wanna try and make version of it myself just to see how it looks, do you think it's possible?