rock-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?
Umm... yes, Hammer is used to make all maps for Source Engine, if you want to make something yourself, look up some basic Hammer tutorial, because this program is really hard to understand without one (trust me, I tried), then you can do your own map, and maybe it will land here :>
[quote=rock-]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?[/quote]
Umm... yes, Hammer is used to make all maps for Source Engine, if you want to make something yourself, look up some basic Hammer tutorial, because this program is really hard to understand without one (trust me, I tried), then you can do your own map, and maybe it will land here :>
Hergan5rock-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?
Umm... yes, Hammer is used to make all maps for Source Engine, if you want to make something yourself, look up some basic Hammer tutorial, because this program is really hard to understand without one (trust me, I tried), then you can do your own map, and maybe it will land here :>
I don't think i'll ever have so much patience, i just want to try those things i suggested, just to see if it could better the map...i'll need a tutorian then, but for the moment i'm stuck, coz seems like BSPSource 1.3.17 can't decompile latest maps, and i don't know how to get a vmf from the bsp file using GCFScape
[quote=Hergan5][quote=rock-]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?[/quote]
Umm... yes, Hammer is used to make all maps for Source Engine, if you want to make something yourself, look up some basic Hammer tutorial, because this program is really hard to understand without one (trust me, I tried), then you can do your own map, and maybe it will land here :>[/quote]
I don't think i'll ever have so much patience, i just want to try those things i suggested, just to see if it could better the map...i'll need a tutorian then, but for the moment i'm stuck, coz seems like BSPSource 1.3.17 can't decompile latest maps, and i don't know how to get a vmf from the bsp file using GCFScape
rock-Hergan5rock-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?
Umm... yes, Hammer is used to make all maps for Source Engine, if you want to make something yourself, look up some basic Hammer tutorial, because this program is really hard to understand without one (trust me, I tried), then you can do your own map, and maybe it will land here :>
I don't think i'll ever have so much patience, i just want to try those things i suggested, just to see if it could better the map...i'll need a tutorian then, but for the moment i'm stuck, coz seems like BSPSource 1.3.17 can't decompile latest maps, and i don't know how to get a vmf from the bsp file using GCFScape
You can't get .vmf file from .bsp file, I got b10 decompiled on my pc, I can send you it on PM if you want
[quote=rock-][quote=Hergan5][quote=rock-]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?[/quote]
Umm... yes, Hammer is used to make all maps for Source Engine, if you want to make something yourself, look up some basic Hammer tutorial, because this program is really hard to understand without one (trust me, I tried), then you can do your own map, and maybe it will land here :>[/quote]
I don't think i'll ever have so much patience, i just want to try those things i suggested, just to see if it could better the map...i'll need a tutorian then, but for the moment i'm stuck, coz seems like BSPSource 1.3.17 can't decompile latest maps, and i don't know how to get a vmf from the bsp file using GCFScape[/quote]
You can't get .vmf file from .bsp file, I got b10 decompiled on my pc, I can send you it on PM if you want
Hergan5rock-Hergan5rock-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?
Umm... yes, Hammer is used to make all maps for Source Engine, if you want to make something yourself, look up some basic Hammer tutorial, because this program is really hard to understand without one (trust me, I tried), then you can do your own map, and maybe it will land here :>
I don't think i'll ever have so much patience, i just want to try those things i suggested, just to see if it could better the map...i'll need a tutorian then, but for the moment i'm stuck, coz seems like BSPSource 1.3.17 can't decompile latest maps, and i don't know how to get a vmf from the bsp file using GCFScape
You can't get .vmf file from .bsp file, I got b10 decompiled on my pc, I can send you it on PM if you want
actually you can but it doesn't come out 100% perfect ("Note: Decompiling maps may not always result in 100% accurate builds. Some differences (keyvalues, materials, etc.) may not be an exact match as the original map."). I'll need the last version thank you anyway.
[quote=Hergan5][quote=rock-][quote=Hergan5][quote=rock-]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?[/quote]
Umm... yes, Hammer is used to make all maps for Source Engine, if you want to make something yourself, look up some basic Hammer tutorial, because this program is really hard to understand without one (trust me, I tried), then you can do your own map, and maybe it will land here :>[/quote]
I don't think i'll ever have so much patience, i just want to try those things i suggested, just to see if it could better the map...i'll need a tutorian then, but for the moment i'm stuck, coz seems like BSPSource 1.3.17 can't decompile latest maps, and i don't know how to get a vmf from the bsp file using GCFScape[/quote]
You can't get .vmf file from .bsp file, I got b10 decompiled on my pc, I can send you it on PM if you want[/quote]
actually you can but it doesn't come out 100% perfect ("Note: Decompiling maps may not always result in 100% accurate builds. Some differences (keyvalues, materials, etc.) may not be an exact match as the original map."). I'll need the last version thank you anyway.
You can decompile the map using Vmex, if I recall. It is pretty much perfect, the only issues I've ever seen with it are with some entities, never level geometry. If you want to decompile the map and edit it to make your ideas work, good luck. Hammer is a really frustrating program and if other map devs would look at my map they would know how crappy things line up in some places, haha.
I do appreciate all the feedback. Some of it looks good, some of it might not be necessary. I'll be looking into a lot of what has been said and hopefully have b11pre3 or beta 11 official out late late late tonight or tomorrow.
You can decompile the map using Vmex, if I recall. It is pretty much perfect, the only issues I've ever seen with it are with some entities, never level geometry. If you want to decompile the map and edit it to make your ideas work, good luck. Hammer is a really frustrating program and if other map devs would look at my map they would know how crappy things line up in some places, haha.
I do appreciate all the feedback. Some of it looks good, some of it might not be necessary. I'll be looking into a lot of what has been said and hopefully have b11pre3 or beta 11 official out late late late tonight or tomorrow.
HyceYou can decompile the map using Vmex, if I recall. It is pretty much perfect, the only issues I've ever seen with it are with some entities, never level geometry. If you want to decompile the map and edit it to make your ideas work, good luck. Hammer is a really frustrating program and if other map devs would look at my map they would know how crappy things line up in some places, haha.
I do appreciate all the feedback. Some of it looks good, some of it might not be necessary. I'll be looking into a lot of what has been said and hopefully have b11pre3 or beta 11 official out late late late tonight or tomorrow.
Thank you
[quote=Hyce]You can decompile the map using Vmex, if I recall. It is pretty much perfect, the only issues I've ever seen with it are with some entities, never level geometry. If you want to decompile the map and edit it to make your ideas work, good luck. Hammer is a really frustrating program and if other map devs would look at my map they would know how crappy things line up in some places, haha.
I do appreciate all the feedback. Some of it looks good, some of it might not be necessary. I'll be looking into a lot of what has been said and hopefully have b11pre3 or beta 11 official out late late late tonight or tomorrow.[/quote]
Thank you
You should use bspsource, not vmex. Link: https://github.com/ata4/bspsrc/releases
You should use bspsource, not vmex. Link: https://github.com/ata4/bspsrc/releases
wareyaYou should use bspsource, not vmex. Link: https://github.com/ata4/bspsrc/releases
lol i was looking for the 1.3.18 version, couldn't find it, i thought it wasn't out yet, thank you!!
edit: actually i don't know why but it doesn't start :(
[quote=wareya]You should use bspsource, not vmex. Link: https://github.com/ata4/bspsrc/releases[/quote]
lol i was looking for the 1.3.18 version, couldn't find it, i thought it wasn't out yet, thank you!!
edit: actually i don't know why but it doesn't start :(
Make sure java's up to date, and if you're on a 64-bit OS with a 32-bit java, try 64-bit java. Make sure to be using official java as well, if you're on linux, instead of the open source implementation, for compatibility reasons.
Make sure java's up to date, and if you're on a 64-bit OS with a 32-bit java, try 64-bit java. Make sure to be using official java as well, if you're on linux, instead of the open source implementation, for compatibility reasons.
wareyaMake sure java's up to date, and if you're on a 64-bit OS with a 32-bit java, try 64-bit java. Make sure to be using official java as well, if you're on linux, instead of the open source implementation, for compatibility reasons.
i'm on W 8.1 64bit i double checked everything, i've got java 8u25 64 bit, but it doesn't start up
edit: nvm i'm totally retarded...
[quote=wareya]Make sure java's up to date, and if you're on a 64-bit OS with a 32-bit java, try 64-bit java. Make sure to be using official java as well, if you're on linux, instead of the open source implementation, for compatibility reasons.[/quote]
i'm on W 8.1 64bit i double checked everything, i've got java 8u25 64 bit, but it doesn't start up
edit: nvm i'm totally retarded...
You're running it with a .bat file, right? The command line should be >javaw -jar bspsrc.jar
It might just be running with the wrong java executable (needs to be "javaw", not "java"), or without the -jar parameter.
You're running it with a .bat file, right? The command line should be >javaw -jar bspsrc.jar
It might just be running with the wrong java executable (needs to be "javaw", not "java"), or without the -jar parameter.
wareyaYou're running it with a .bat file, right? The command line should be >javaw -jar bspsrc.jar
It might just be running with the wrong java executable (needs to be "javaw", not "java"), or without the -jar parameter.
actually i didn't extract all the files :D
[quote=wareya]You're running it with a .bat file, right? The command line should be >javaw -jar bspsrc.jar
It might just be running with the wrong java executable (needs to be "javaw", not "java"), or without the -jar parameter.[/quote]
actually i didn't extract all the files :D
i was able to apply some of the things i suggested, but for some reason run map thing makes the program crash and if i try the compiled map manually, tf2 crashes :D but i was able to do this:
http://i.imgur.com/Iqu9myL.png
http://i.imgur.com/2RuJ2bG.png
http://i.imgur.com/VrDNyMo.png
simple things, but not that simple for me :S it took me at least 30 minutes to realize the other views are essential to move things, lol
i was able to apply some of the things i suggested, but for some reason run map thing makes the program crash and if i try the compiled map manually, tf2 crashes :D but i was able to do this:
[img]http://i.imgur.com/Iqu9myL.png[/img]
[img]http://i.imgur.com/2RuJ2bG.png[/img]
[img]http://i.imgur.com/VrDNyMo.png[/img]
simple things, but not that simple for me :S it took me at least 30 minutes to realize the other views are essential to move things, lol
You can use "x" to enable moving stuff in 3d mode, but it's not too easy.
You can use "x" to enable moving stuff in 3d mode, but it's not too easy.
wareyaYou can use "x" to enable moving stuff in 3d mode, but it's not too easy.
i see, thanks for the tip :)
[quote=wareya]You can use "x" to enable moving stuff in 3d mode, but it's not too easy.[/quote]
i see, thanks for the tip :)
rock-http://i.imgur.com/2RuJ2bG.png
http://i.imgur.com/VrDNyMo.png
I don't understand why removing the arch and adding a wall is in any way a positive thing.
The other pic is good though, that would actually be a decent change.
[quote=rock-]
[img]http://i.imgur.com/2RuJ2bG.png[/img]
[img]http://i.imgur.com/VrDNyMo.png[/img]
[/quote]
I don't understand why removing the arch and adding a wall is in any way a positive thing.
The other pic is good though, that would actually be a decent change.
Removing that hood doesn't give you cover to cross over. I suppose I could try something smaller, but I'm not sure if the way it is in the picture is the best way to deal with it.
Removing that hood doesn't give you cover to cross over. I suppose I could try something smaller, but I'm not sure if the way it is in the picture is the best way to deal with it.
You might have to expand that part of mid a little if you want both the cover (fences, boxes) on the tunnel choke and the hood right next to it, Hyce. It's too cramped.
You might have to expand that part of mid a little if you want both the cover (fences, boxes) on the tunnel choke and the hood right next to it, Hyce. It's too cramped.
HyceRemoving that hood doesn't give you cover to cross over. I suppose I could try something smaller, but I'm not sure if the way it is in the picture is the best way to deal with it.
yeah, should be something smaller than the one in b10pre1 or at least put in a better way, so that there can be a wide corridor, and also i guess removing everything it's not that good yeah.
wareyaYou might have to expand that part of mid a little if you want both the cover (fences, boxes) on the tunnel choke and the hood right next to it, Hyce. It's too cramped.
i did some modifications in the lobby :> but i'm not happy with the lower right passage, you can see all the way to the right side of the lobby, and it's definitely too much
http://imgur.com/a/Owq95
[quote=Hyce]Removing that hood doesn't give you cover to cross over. I suppose I could try something smaller, but I'm not sure if the way it is in the picture is the best way to deal with it.[/quote]
yeah, should be something smaller than the one in b10pre1 or at least put in a better way, so that there can be a wide corridor, and also i guess removing everything it's not that good yeah.
[quote=wareya]You might have to expand that part of mid a little if you want both the cover (fences, boxes) on the tunnel choke and the hood right next to it, Hyce. It's too cramped.[/quote]
i did some modifications in the lobby :> but i'm not happy with the lower right passage, you can see all the way to the right side of the lobby, and it's definitely too much
http://imgur.com/a/Owq95
Here's beta11pre3.
Changes:
Made the new corridor on mid less obstructive
Re-arranged sneaky and the left entrance into last to make more sense and play better
Swapped the health and ammo in lobby
Screens can be seen here: http://imgur.com/a/9jSpo
https://www.dropbox.com/s/gs31cmlrpfpl1df/cp_logjam_b11pre3.bsp?dl=0
Here's beta11pre3.
Changes:
Made the new corridor on mid less obstructive
Re-arranged sneaky and the left entrance into last to make more sense and play better
Swapped the health and ammo in lobby
Screens can be seen here: http://imgur.com/a/9jSpo
https://www.dropbox.com/s/gs31cmlrpfpl1df/cp_logjam_b11pre3.bsp?dl=0
HyceHere's beta11pre3.
Changes:
Made the new corridor on mid less obstructive
Re-arranged sneaky and the left entrance into last to make more sense and play better
Swapped the health and ammo in lobby
Screens can be seen here: http://imgur.com/a/9jSpo
https://www.dropbox.com/s/gs31cmlrpfpl1df/cp_logjam_b11pre3.bsp?dl=0
nice, i really like the change you made in lobby, and surely the corridor is much better, but i still don't see the point in leaving such huge thing there
[quote=Hyce]Here's beta11pre3.
Changes:
Made the new corridor on mid less obstructive
Re-arranged sneaky and the left entrance into last to make more sense and play better
Swapped the health and ammo in lobby
Screens can be seen here: http://imgur.com/a/9jSpo
https://www.dropbox.com/s/gs31cmlrpfpl1df/cp_logjam_b11pre3.bsp?dl=0[/quote]
nice, i really like the change you made in lobby, and surely the corridor is much better, but i still don't see the point in leaving such huge thing there
The idea is the corridor allows players arriving from choke or cave to have a safe route to a high ground on mid that is not the house or bridge, allowing more than one good way to approach the mid. Before the only good option was going to house and then across the bridge.
The idea is the corridor allows players arriving from choke or cave to have a safe route to a high ground on mid that is not the house or bridge, allowing more than one good way to approach the mid. Before the only good option was going to house and then across the bridge.
HyceThe idea is the corridor allows players arriving from choke or cave to have a safe route to a high ground on mid that is not the house or bridge, allowing more than one good way to approach the mid. Before the only good option was going to house and then across the bridge.
that house only have one way to exit on mid (both from choke or cave push) which ends in a pretty blind spot
http://i.imgur.com/nhJpMRo.jpg
honestly, who would push from here? roamers could do slaughters if combos come out from here, it's a trap, and also if the rest of the team can't hold house and/or the bridge, you'd be flanked easily, in case you push all the way out from cave, there might be a chance to accomplish the push, still, but if you come from choke, there's no way on earth you could go inside that without getting destroyed, or in any case there's no way to win the push, unless the opposite team is blind or have some kind of handicap
edit: well actually, my fucked up mind translated "The idea is the corridor allows players arriving from choke or cave..." players as players who are pushing, combo, etc. If that's supposed to be a flank, used by scouts or roamers, it's not a bad idea, but as a flank it's kinda too exposed and visible and ends pretty much in the opponent team's face
[quote=Hyce]The idea is the corridor allows players arriving from choke or cave to have a safe route to a high ground on mid that is not the house or bridge, allowing more than one good way to approach the mid. Before the only good option was going to house and then across the bridge.[/quote]
that house only have one way to exit on mid (both from choke or cave push) which ends in a pretty blind spot
[img]http://i.imgur.com/nhJpMRo.jpg[/img]
honestly, who would push from here? roamers could do slaughters if combos come out from here, it's a trap, and also if the rest of the team can't hold house and/or the bridge, you'd be flanked easily, in case you push all the way out from cave, there might be a chance to accomplish the push, still, but if you come from choke, there's no way on earth you could go inside that without getting destroyed, or in any case there's no way to win the push, unless the opposite team is blind or have some kind of handicap
edit: well actually, my fucked up mind translated "The idea is the corridor allows players arriving from choke or cave..." players as players who are pushing, combo, etc. If that's supposed to be a flank, used by scouts or roamers, it's not a bad idea, but as a flank it's kinda too exposed and visible and ends pretty much in the opponent team's face
cp_logjam_b11 is here! This will be your version for CEVO S6 and likely ETF2L S20.
DOWNLOAD:https://www.dropbox.com/s/fshqerjlnakddv5/cp_logjam_b11.bsp?dl=0
Changes from b11pre3:
Altered the area by sneaky/secret a bit to help flow
Moved a fence at 2nd to block a sniper sightline
Raised a roof at 2nd to block a sniper sightline
Modified the geometry of the platform in lobby to block a sniper sightline
Seriously snipers are the worst thing ever
Fixed clipping on the ramp from logroom to mid on the blue side
Screens:
LAST:
http://i.imgur.com/LQDUv1R.jpg
New sneaky/left entrance to last
http://i.imgur.com/dMrw0YH.jpg
Lobby:
http://i.imgur.com/l442SFj.jpg
2nd:
http://i.imgur.com/cqzU7uD.jpg
Cave:
http://i.imgur.com/wMccmSo.jpg
Mid:
http://i.imgur.com/8bawgyY.jpg
Thanks for all the great feedback, and thanks to ETF2L and CEVO for letting the map get tested in season!
cp_logjam_b11 is here! This will be your version for [b]CEVO S6[/b] and likely ETF2L [b]S20.[/b]
DOWNLOAD:https://www.dropbox.com/s/fshqerjlnakddv5/cp_logjam_b11.bsp?dl=0
Changes from b11pre3:
Altered the area by sneaky/secret a bit to help flow
Moved a fence at 2nd to block a sniper sightline
Raised a roof at 2nd to block a sniper sightline
Modified the geometry of the platform in lobby to block a sniper sightline
Seriously snipers are the worst thing ever
Fixed clipping on the ramp from logroom to mid on the blue side
Screens:
LAST:
[img]http://i.imgur.com/LQDUv1R.jpg[/img]
New sneaky/left entrance to last
[img]http://i.imgur.com/dMrw0YH.jpg[/img]
Lobby:
[img]http://i.imgur.com/l442SFj.jpg[/img]
2nd:
[img]http://i.imgur.com/cqzU7uD.jpg[/img]
Cave:
[img]http://i.imgur.com/wMccmSo.jpg[/img]
Mid:
[img]http://i.imgur.com/8bawgyY.jpg[/img]
Thanks for all the great feedback, and thanks to ETF2L and CEVO for letting the map get tested in season!
The mid still needs improving man. I doesn't need flank routes it needs alternate ways to be played, currently all you can do is be passive if you want any hope of winning the mid.
Have a look at koth_sawmill. Something like the roofs outside of the point with the planks between them might be able to fit into the mid somehow to create some form of height advantage so that there is somewhere other than on either side of the mid where it is good for soldiers/demos to stand while still fitting the theme of the map. I'd be a fan of having some form of house/shack over the point but w/e any form of height advantage would do. Also changing the walkway above dropdown on mid to those planky walkways would maybe look nice.
Also maybe consider swapping the healthpack in shack and the ammo pack near the logs on the point. Currently the only thing demos can do on mid is stand in shack and avoid early damage, swapping the packs around might make it so demos roll out slightly slower through logroom and take a more aggressive early stance near the point. It will also make it so demos don't get to mid 5 seconds earlier than anyone else and just stand in shack and spam till the med arrives and they get fully buffed, it will force them out into the open.
Not a fan of how the sneaky entrance to last looks now, the transition between being on a ramp entirely outside of all potential spam from defenders on last to being actually in very deep on the last point is very small. I do like having an entrance there but it seems all to easy to get into the point, I havn't played it though so idk.
One last thing, making the tunnel just an open walkway would probably be nicer if you don't swap the health and ammo around then it would be maybe a decent way for the combo to push around the mid so they don't have to deal with walking over the point into height advantage and the can still be aware of what's going on on the mid
The mid still needs improving man. I doesn't need flank routes it needs alternate ways to be played, currently all you can do is be passive if you want any hope of winning the mid.
Have a look at koth_sawmill. Something like the roofs outside of the point with the planks between them might be able to fit into the mid somehow to create some form of height advantage so that there is somewhere other than on either side of the mid where it is good for soldiers/demos to stand while still fitting the theme of the map. I'd be a fan of having some form of house/shack over the point but w/e any form of height advantage would do. Also changing the walkway above dropdown on mid to those planky walkways would maybe look nice.
Also maybe consider swapping the healthpack in shack and the ammo pack near the logs on the point. Currently the only thing demos can do on mid is stand in shack and avoid early damage, swapping the packs around might make it so demos roll out slightly slower through logroom and take a more aggressive early stance near the point. It will also make it so demos don't get to mid 5 seconds earlier than anyone else and just stand in shack and spam till the med arrives and they get fully buffed, it will force them out into the open.
Not a fan of how the sneaky entrance to last looks now, the transition between being on a ramp entirely outside of all potential spam from defenders on last to being actually in very deep on the last point is very small. I do like having an entrance there but it seems all to easy to get into the point, I havn't played it though so idk.
One last thing, making the tunnel just an open walkway would probably be nicer if you don't swap the health and ammo around then it would be maybe a decent way for the combo to push around the mid so they don't have to deal with walking over the point into height advantage and the can still be aware of what's going on on the mid
There's always something else, haha. B4nny suggested that I make the wood plank piles a good chunk taller so that you can't just crouch jump on them as any class, which would offer better height advantage and block a few views. Your point on switching the kits is probably a good idea, it would be more likely to make the demo get into the fight more (kinda like process' positioning).
As far as sneaky goes, in b11pre3 that entrance was way too spammable from last and they (I think it was sideshow) wanted it to be opened up a bit to give scouts a way in that's not pushing in ubered from the upper right shutter. I haven't played it either so I don't know, I can always chop it back a bit if necessary.
The tunnel can get a lot smaller, particularly if I make the wood plank piles taller. If those are taller, they block sight from house to the tunnel, so I could make it smaller. I'd have to keep a bit of it for the sake of protecting the cave door as it always has been, but I could just do a fence or something instead or a small cover over the door and leave the walkway. That's probably what's going to wind up happening if the consensus is the tunnel is nice but not quite right.
I appreciate the feedback, if it's a big enough deal I can probably get a b12 or b12pre out soon, although it may be too late for that to be the version for CEVO, although TheFragile never messaged me back so I don't know if they are aware b11 is the one to use. Oh well, haha.
There's always something else, haha. B4nny suggested that I make the wood plank piles a good chunk taller so that you can't just crouch jump on them as any class, which would offer better height advantage and block a few views. Your point on switching the kits is probably a good idea, it would be more likely to make the demo get into the fight more (kinda like process' positioning).
As far as sneaky goes, in b11pre3 that entrance was way too spammable from last and they (I think it was sideshow) wanted it to be opened up a bit to give scouts a way in that's not pushing in ubered from the upper right shutter. I haven't played it either so I don't know, I can always chop it back a bit if necessary.
The tunnel can get a lot smaller, particularly if I make the wood plank piles taller. If those are taller, they block sight from house to the tunnel, so I could make it smaller. I'd have to keep a bit of it for the sake of protecting the cave door as it always has been, but I could just do a fence or something instead or a small cover over the door and leave the walkway. That's probably what's going to wind up happening if the consensus is the tunnel is nice but not quite right.
I appreciate the feedback, if it's a big enough deal I can probably get a b12 or b12pre out soon, although it may be too late for that to be the version for CEVO, although TheFragile never messaged me back so I don't know if they are aware b11 is the one to use. Oh well, haha.
http://i.imgur.com/9UDZv6c.jpg
random piece of clipping across the doorway
[img]http://i.imgur.com/9UDZv6c.jpg[/img]
random piece of clipping across the doorway
Welp fuck.
b11f inbound.
cp_logjam_b11f
Download:https://www.dropbox.com/s/vgdo5jxp7n31x35/cp_logjam_b11f.bsp?dl=0
Changes:
Fixed a clipping issue at red last
Doubled the height of the wood piles on mid
Swapped the spots of the healthkits and ammopacks on mid
Welp fuck.
b11f inbound.
cp_logjam_b11f
Download:https://www.dropbox.com/s/vgdo5jxp7n31x35/cp_logjam_b11f.bsp?dl=0
Changes:
Fixed a clipping issue at red last
Doubled the height of the wood piles on mid
Swapped the spots of the healthkits and ammopacks on mid
Test version b12pre1 is here.
Changes made for b12pre1:
Removed small kits on mid by forwards
Moved healthkit and ammopack back to the way they were
Made displacements make more sense at 2nd by choke and logroom
Made the roof from rollout make more sense
Made the slanted roofs on mid surf-able
Removed a redundant sniper sightline blocker at 2nd
Added some crates on mid to make stairs to make getting fucked in the corner seem less like rape and more like consensual fucking
TEST CHANGES, NOT CERTAIN AT ALL!!!
Replaced the arch with a cave.
Download: https://www.dropbox.com/s/271oxv0cpgs6190/cp_logjam_b12pre1.bsp?dl=0
Test version b12pre1 is here.
Changes made for b12pre1:
Removed small kits on mid by forwards
Moved healthkit and ammopack back to the way they were
Made displacements make more sense at 2nd by choke and logroom
Made the roof from rollout make more sense
Made the slanted roofs on mid surf-able
Removed a redundant sniper sightline blocker at 2nd
Added some crates on mid to make stairs to make getting fucked in the corner seem less like rape and more like consensual fucking
TEST CHANGES, NOT CERTAIN AT ALL!!!
Replaced the arch with a cave.
Download: https://www.dropbox.com/s/271oxv0cpgs6190/cp_logjam_b12pre1.bsp?dl=0
Post any big problems or changes (Structural things, flow, etc) within the next few days. I'm going to go into RC next version if I can, so I'd like to have those issues ironed out.
Thanks!
Hyce
Post any big problems or changes (Structural things, flow, etc) within the next few days. I'm going to go into RC next version if I can, so I'd like to have those issues ironed out.
Thanks!
Hyce