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koth_viaduct_pro6 release
1
#1
0 Frags +

http://fakkelbrigade.eu/maps/koth_viaduct_pro6.bsp

mostly a lot of minor bugfixes, and some visual stuff (lighting, retextures, some prop stuff etc)

balance changes I can come up with (very minor)

- white fence behind point is shortened, it doesn't DRASTICALLY nerf the spot for sniper, but it's something
- some props have been swapped out for boxes to reduce splashbugs, they should still be very comparable shapes and the ones that you couldn't build on before, you still can't now etc
- skybox was raised

this will very likely be the last version before we push to final with the bugs that are reported here

http://fakkelbrigade.eu/maps/koth_viaduct_pro6.bsp

mostly a lot of minor bugfixes, and some visual stuff (lighting, retextures, some prop stuff etc)


balance changes I can come up with (very minor)

- white fence behind point is shortened, it doesn't DRASTICALLY nerf the spot for sniper, but it's something
- some props have been swapped out for boxes to reduce splashbugs, they should still be very comparable shapes and the ones that you couldn't build on before, you still can't now etc
- skybox was raised

this will very likely be the last version before we push to final with the bugs that are reported here
2
#2
5 Frags +

This map has come so fucking far, good job bubble

This map has come so fucking far, good job bubble
3
#3
4 Frags +
omnificThis map has come so fucking far, good job bubble

main guy to thank is fubar - I mostly just gather feedback/screen suggestions/come up with ideas/poke fubar, he's the one who does the actual work

[quote=omnific]This map has come so fucking far, good job bubble[/quote]

main guy to thank is fubar - I mostly just gather feedback/screen suggestions/come up with ideas/poke fubar, he's the one who does the actual work
4
#4
5 Frags +
bubblebobbleromnificThis map has come so fucking far, good job bubble
main guy to thank is fubar - I mostly just gather feedback/screen suggestions/come up with ideas/poke fubar, he's the one who does the actual work

Well, great job to both of you. The map has come a long way since the first iteration, not to mention regular viaduct.

[quote=bubblebobbler][quote=omnific]This map has come so fucking far, good job bubble[/quote]

main guy to thank is fubar - I mostly just gather feedback/screen suggestions/come up with ideas/poke fubar, he's the one who does the actual work[/quote]

Well, great job to both of you. The map has come a long way since the first iteration, not to mention regular viaduct.
5
#5
0 Frags +
omnific
Well, great job to both of you. The map has come a long way since the first iteration, not to mention regular viaduct.

we try not to talk about regular viaduct

[quote=omnific]

Well, great job to both of you. The map has come a long way since the first iteration, not to mention regular viaduct.[/quote]

we try not to talk about regular viaduct
6
#6
1 Frags +

well, seems there are already some 'big' bugs found, so there's a good chance we'll push out a new version very quickly

if anyone has extra feedback, that would be great

current bugs:
clipping on the rock is kinda messed up for some reason
http://images.akamai.steamusercontent.com/ugc/716413223216806321/B8C180F29ED3865518EDE6CECBB9FFD9DD324652/
random hole
http://images.akamai.steamusercontent.com/ugc/716413223216829815/956B2016C28FA7F154CD8722BD5D516E8F209849/
remove this box
http://images.akamai.steamusercontent.com/ugc/716413223216843366/1C52B679E4D64688D8C4934C365B8F290208FA44/

EDIT: apparently the rock bug was around in pro5 regardless, so this is still a direct improvement, and not much can be done about it unfortunately...

well, seems there are already some 'big' bugs found, so there's a good chance we'll push out a new version very quickly

if anyone has extra feedback, that would be great

current bugs:
clipping on the rock is kinda messed up for some reason
http://images.akamai.steamusercontent.com/ugc/716413223216806321/B8C180F29ED3865518EDE6CECBB9FFD9DD324652/
random hole
http://images.akamai.steamusercontent.com/ugc/716413223216829815/956B2016C28FA7F154CD8722BD5D516E8F209849/
remove this box
http://images.akamai.steamusercontent.com/ugc/716413223216843366/1C52B679E4D64688D8C4934C365B8F290208FA44/

EDIT: apparently the rock bug was around in pro5 regardless, so this is still a direct improvement, and not much can be done about it unfortunately...
7
#7
0 Frags +

my only issue is with this change
http://i.imgur.com/mk6nrIM.jpg
http://i.imgur.com/fK1Tg63.jpg
i really liked this trap and i think that part of the fence being like that looks silly
i get that it was changed for better splash but i dont think its a big deal
have you talked to an esea admin about getting this in next season?

my only issue is with this change
http://i.imgur.com/mk6nrIM.jpg
http://i.imgur.com/fK1Tg63.jpg
i really liked this trap and i think that part of the fence being like that looks silly
i get that it was changed for better splash but i dont think its a big deal
have you talked to an esea admin about getting this in next season?
8
#8
0 Frags +
pamphlethave you talked to an esea admin about getting this in next season?

I could I guess, or someone could on my behalf if they want who already has an admin on steam friends

a potential solution to the fence thing in the future is to add some 'diagonal' blockbullet from the tip of the boards that stick out to the panel itself, which would mean you couldn't stick stickies in the very corner, but could stick them to the panel - the whole change could be reverted if necessary, but it's not really optimal

[quote=pamphlet]
have you talked to an esea admin about getting this in next season?[/quote]

I could I guess, or someone could on my behalf if they want who already has an admin on steam friends

a potential solution to the fence thing in the future is to add some 'diagonal' blockbullet from the tip of the boards that stick out to the panel itself, which would mean you couldn't stick stickies in the very corner, but could stick them to the panel - the whole change could be reverted if necessary, but it's not really optimal
9
#9
4 Frags +

Never prioritise traps over splash damage, please please please. You are literally doing god's work by removing these splash bug areas from your map, they drive every soldier main insane.

Never prioritise traps over splash damage, please please please. You are literally doing god's work by removing these splash bug areas from your map, they drive every soldier main insane.
10
#10
5 Frags +
SideshowNever prioritise traps over splash damage, please please please. You are literally doing god's work by removing these splash bug areas from your map, they drive every soldier main insane.

Well to be fair removing trap spots "drive demo mains insane" too :D

[quote=Sideshow]Never prioritise traps over splash damage, please please please. You are literally doing god's work by removing these splash bug areas from your map, they drive every soldier main insane.[/quote]

Well to be fair removing trap spots "drive demo mains insane" too :D
11
#11
5 Frags +

That trap spot should really be put back imo. It is/was one of if not the only forward trap spot for the cliff and you had to expose yourself in order to time your det. I have also never seen or heard of anyone being affected by that fence or blocking splash damage. Your suggestion bubblebobbler to add bulletblock to the boards doesn't help with the issue pamphlet brought up. It's not a sticky trap if you have to place them on the outer area of the fence and have them visible for everyone, if anything i'd rather the fence gone then have bullet block on it.

That trap spot should really be put back imo. It is/was one of if not the only forward trap spot for the cliff and you had to expose yourself in order to time your det. I have also never seen or heard of anyone being affected by that fence or blocking splash damage. Your suggestion bubblebobbler to add bulletblock to the boards doesn't help with the issue pamphlet brought up. It's not a sticky trap if you have to place them on the outer area of the fence and have them visible for everyone, if anything i'd rather the fence gone then have bullet block on it.
12
#12
-7 Frags +
[code][/code]
13
#13
-13 Frags +

I don't understand why you spent time adding secret rooms with a frog as intel that can be captured in the enemy team's basketball hoop rather than fixing actual problems with the map. Yes there is actually a random basketball net on both sides of the map now.
Edit: i'll post pics later

I don't understand why you spent time adding secret rooms with a frog as intel that can be captured in the enemy team's basketball hoop rather than fixing actual problems with the map. Yes there is actually a random basketball net on both sides of the map now.
Edit: i'll post pics later
14
#14
10 Frags +
GiraffeI don't understand why you spent time adding secret rooms with a frog as intel that can be captured in the enemy team's basketball hoop rather than fixing actual problems with the map. Yes there is actually a random basketball net on both sides of the map now.
Edit: i'll post pics later

it's not like we didn't fix literally every suggestion made on the pro5 thread

[quote=Giraffe]I don't understand why you spent time adding secret rooms with a frog as intel that can be captured in the enemy team's basketball hoop rather than fixing actual problems with the map. Yes there is actually a random basketball net on both sides of the map now.
Edit: i'll post pics later[/quote]

it's not like we didn't fix literally every suggestion made on the pro5 thread
15
#15
6 Frags +

Few things I've noticed looking over the map

http://puu.sh/hoobk/d32992bdad.jpg

Not sure what this trigger does or why it's there but you should probably have something back there so you do not just stare into the skybox.

http://puu.sh/hoomk/0ffda1bdcb.jpg

Still kinda unsure why these are solid, I guess you could use it to jump off the wall but seems pretty strange since there's like 1 other window thing you can stand on and the rest are decorative.

http://puu.sh/hoot0/07bb46b528.jpg

Not a huge fan of how you did the two houses, I was pretty fine with them both having the same color and I really do not think people ever got the mixed up.

http://puu.sh/hooHp/b8a6680ad1.jpg

Really dislike this change, looks quite a bit worse and the splash bug probably could have easily been fixed by using some bulletblock, honestly never had splash problems in that area to begin with so I don't really see the need for the change either way.

http://puu.sh/hooRR/a1aeb48a3a.jpg

Basketball hoop looks really out of place and just provides another strange hiding spot.

http://puu.sh/hop2J/234d0acdec.jpg

Seems like you forgot a window prop or something there.

http://puu.sh/hopeO/df9d939662.jpg

Here too

http://puu.sh/hopm1/bbf99096ea.jpg

Brushes are not lined up.

http://puu.sh/hopu1/92d9d9410b.jpg

You can get caught on like every single one of the metal sheets and the bar that extends off at the end

http://puu.sh/hopAb/ffa31712a0.jpg

How this rock is clipped off is really strange, I would say contour it back so you can fully move around on that top rock instead of having a really small inaccessible part for no reason.

Overall I think you've made some decent progress with the fixes, I would really like it if you made a complete change log including all of the small changes just for reference. Looking forward to playing it this season and the changes you will (hopefully) be making in the future.

Few things I've noticed looking over the map

[img]http://puu.sh/hoobk/d32992bdad.jpg[/img]

Not sure what this trigger does or why it's there but you should probably have something back there so you do not just stare into the skybox.

[img]http://puu.sh/hoomk/0ffda1bdcb.jpg[/img]

Still kinda unsure why these are solid, I guess you could use it to jump off the wall but seems pretty strange since there's like 1 other window thing you can stand on and the rest are decorative.

[img]http://puu.sh/hoot0/07bb46b528.jpg[/img]

Not a huge fan of how you did the two houses, I was pretty fine with them both having the same color and I really do not think people ever got the mixed up.

[img]http://puu.sh/hooHp/b8a6680ad1.jpg[/img]

Really dislike this change, looks quite a bit worse and the splash bug probably could have easily been fixed by using some bulletblock, honestly never had splash problems in that area to begin with so I don't really see the need for the change either way.

[img]http://puu.sh/hooRR/a1aeb48a3a.jpg[/img]

Basketball hoop looks really out of place and just provides another strange hiding spot.

[img]http://puu.sh/hop2J/234d0acdec.jpg[/img]

Seems like you forgot a window prop or something there.

[img]http://puu.sh/hopeO/df9d939662.jpg[/img]

Here too

[img]http://puu.sh/hopm1/bbf99096ea.jpg[/img]

Brushes are not lined up.

[img]http://puu.sh/hopu1/92d9d9410b.jpg[/img]

You can get caught on like every single one of the metal sheets and the bar that extends off at the end

[img]http://puu.sh/hopAb/ffa31712a0.jpg[/img]

How this rock is clipped off is really strange, I would say contour it back so you can fully move around on that top rock instead of having a really small inaccessible part for no reason.

Overall I think you've made some decent progress with the fixes, I would really like it if you made a complete change log including all of the small changes just for reference. Looking forward to playing it this season and the changes you will (hopefully) be making in the future.
16
#16
0 Frags +

the basketball hoops are fine and all but i really hope youre going to take those hidden rooms out in the final version

the basketball hoops are fine and all but i really hope youre going to take those hidden rooms out in the final version
17
#17
0 Frags +
bubblebobblercurrent bugs:
clipping on the rock is kinda messed up for some reason
http://images.akamai.steamusercontent.com/ugc/716413223216806321/B8C180F29ED3865518EDE6CECBB9FFD9DD324652/

That clipping was present in pro5 as well and is incredibly annoying when you're trying to snipe from rock. I hope it gets changed.

[quote=bubblebobbler]
current bugs:
clipping on the rock is kinda messed up for some reason
http://images.akamai.steamusercontent.com/ugc/716413223216806321/B8C180F29ED3865518EDE6CECBB9FFD9DD324652/[/quote]

That clipping was present in pro5 as well and is incredibly annoying when you're trying to snipe from rock. I hope it gets changed.
18
#18
koth_product
4 Frags +
GiraffeI don't understand why you spent time adding secret rooms with a frog as intel that can be captured in the enemy team's basketball hoop rather than fixing actual problems with the map.

You guys found that thing quicker than I would have imagined. Let's just say I wanted to have a little fun :p all work and no play makes fubar a dull boy

bubblebobblerclipping on the rock is kinda messed up for some reason
http://images.akamai.steamusercontent.com/ugc/716413223216806321/B8C180F29ED3865518EDE6CECBB9FFD9DD324652/

I might fix this, but know that it's really painful to do

[quote=Giraffe]I don't understand why you spent time adding secret rooms with a frog as intel that can be captured in the enemy team's basketball hoop rather than fixing actual problems with the map.[/quote] You guys found that thing quicker than I would have imagined. Let's just say I wanted to have a little fun :p all work and no play makes fubar a dull boy

[quote=bubblebobbler]
clipping on the rock is kinda messed up for some reason
http://images.akamai.steamusercontent.com/ugc/716413223216806321/B8C180F29ED3865518EDE6CECBB9FFD9DD324652/[/quote]
I might fix this, but know that it's really painful to do
19
#19
5 Frags +

just played a lobby on it

FubarYou guys found that thing quicker than I would have imagined. Let's just say I wanted to have a little fun :p all work and no play makes fubar a dull boy

etney spent the entire fucking lobby jumping around as soda popper scout capping the intel

just played a lobby on it

[quote=Fubar]You guys found that thing quicker than I would have imagined. Let's just say I wanted to have a little fun :p all work and no play makes fubar a dull boy[/quote]
etney spent the entire fucking lobby jumping around as soda popper scout capping the intel
20
#20
0 Frags +
BenroadsFew things I've noticed looking over the map
http://puu.sh/hoomk/0ffda1bdcb.jpg

Still kinda unsure why these are solid, I guess you could use it to jump off the wall but seems pretty strange since there's like 1 other window thing you can stand on and the rest are decorative.

PLS NO.... I've gotten so many good picks from that completely idiotic sniper sightline that basically everyone overlooks...

Also a nifty spy spot

[quote=Benroads]Few things I've noticed looking over the map
[img]http://puu.sh/hoomk/0ffda1bdcb.jpg[/img]

Still kinda unsure why these are solid, I guess you could use it to jump off the wall but seems pretty strange since there's like 1 other window thing you can stand on and the rest are decorative.[/quote]

PLS NO.... I've gotten so many good picks from that completely idiotic sniper sightline that basically everyone overlooks...

Also a nifty spy spot
21
#21
koth_product
3 Frags +
ComangliaBenroadsFew things I've noticed looking over the map
http://puu.sh/hoomk/0ffda1bdcb.jpg

Still kinda unsure why these are solid, I guess you could use it to jump off the wall but seems pretty strange since there's like 1 other window thing you can stand on and the rest are decorative.

PLS NO.... I've gotten so many good picks from that completely retarded sniper sightline that basically everyone overlooks...

Also a nifty spy spot

yeah, normally I would remove it but my reasoning for this spot is that it's not only good for soldiers. Many classes benefit from it and I feel like it's a valuable part of the map.

yttriumjust played a lobby on it
etney spent the entire fucking lobby jumping around as soda popper scout capping the intel

glad to hear that scouts are now more valuable to the team. kappa

[quote=Comanglia][quote=Benroads]Few things I've noticed looking over the map
[img]http://puu.sh/hoomk/0ffda1bdcb.jpg[/img]

Still kinda unsure why these are solid, I guess you could use it to jump off the wall but seems pretty strange since there's like 1 other window thing you can stand on and the rest are decorative.[/quote]

PLS NO.... I've gotten so many good picks from that completely retarded sniper sightline that basically everyone overlooks...

Also a nifty spy spot[/quote]
yeah, normally I would remove it but my reasoning for this spot is that it's not only good for soldiers. Many classes benefit from it and I feel like it's a valuable part of the map.

[quote=yttrium]just played a lobby on it
etney spent the entire fucking lobby jumping around as soda popper scout capping the intel[/quote]
glad to hear that scouts are now more valuable to the team. kappa
22
#22
8 Frags +

https://dl.dropboxusercontent.com/u/5181650/viarock2.jpg

before and after of the rock hitbox for next version

[img]https://dl.dropboxusercontent.com/u/5181650/viarock2.jpg[/img]
before and after of the rock hitbox for next version
23
#23
koth_product
0 Frags +

so we're looking to get an other version out asap (likely final). If you have anything to suggest, now's your time.

rocks at mid have been fixed, secret easter egg room is gone :o) and a lot more minor visual fixes + some clipping, and that's bout it.

so we're looking to get an other version out asap (likely final). If you have anything to suggest, now's your time.

rocks at mid have been fixed, secret easter egg room is gone :o) and a lot more minor visual fixes + some clipping, and that's bout it.
24
#24
6 Frags +

Don't label it as final, just label it as rc1 or pro7, just in case bugs come up. Tagging final1 is always annoying.

Don't label it as final, just label it as rc1 or pro7, just in case bugs come up. Tagging final1 is always annoying.
25
#25
koth_product
2 Frags +

yes it will most likely be pro7, I will not make the mistake of calling it final. but yeah, the intent is just to be able to call it done and move on to other stuff.

yes it will most likely be pro7, I will not make the mistake of calling it final. but yeah, the intent is just to be able to call it done and move on to other stuff.
26
#26
4 Frags +
Show Content

gap in fence that lets projectiles go through it.

Show Content

I'm not sure if the purpose of that metal sheet was to make hiding their more awkward or not, but I think it would be nice if it was removed. Would make hiding in that already risky spot slightly better.

Show Content
Show Content

I would personally like to see both of those ceilings cleaned/covered up so that it is flat/less cluttered.

Show Content

Inconsistent with the other boards/platforms recently changed. Would be nice if it was solid as well so projectiles don't fly under there.

Show Content

I think you should replace the short wooden fence by extending the taller metal fence. It would make the splash damage and visuals of that area more consistent.

Show Content

You should move some of the small boxes in the spawn yard in order to block this sightline. It's used pretty often by soldiers to spam the spawn but also snipers can just fully charge body shot a medic fairly easily from there. Blocking it would make pushing out against a forward hold slightly easier.

Show Content

I'm not sure if the heightened bullet block was added in rc4 or rc5 but I don't agree with it. It gave demos the option of going for a VERY difficult krit sticky to their spawn, or soldiers jumping high up from china to try and finish off a scout running to resupply. It's just a small thing that makes the map more dynamic in my opinion. It's similar to shooting over the badlands house from diagonal to mid or vice versa.

[spoiler][img]http://images.akamai.steamusercontent.com/ugc/28488380140125330/32450D86A44C4ECA85E3AE9F8156F5D645D518F3/[/img][/spoiler]
gap in fence that lets projectiles go through it.

[spoiler][img]http://images.akamai.steamusercontent.com/ugc/28488380140125744/6686D477998EE2915C3331AC1928070166A3B834/[/img][/spoiler]
I'm not sure if the purpose of that metal sheet was to make hiding their more awkward or not, but I think it would be nice if it was removed. Would make hiding in that already risky spot slightly better.


[spoiler][img]http://images.akamai.steamusercontent.com/ugc/28488380140126028/91718B4A66436E412C280AD28A6BB970810F0365/[/img][/spoiler]
[spoiler][img]http://images.akamai.steamusercontent.com/ugc/28488380140127649/A41F6AE1B3271D6AA627FC57CA4BC6EC606BE96D/[/img][/spoiler]
I would personally like to see both of those ceilings cleaned/covered up so that it is flat/less cluttered.


[spoiler][img]http://images.akamai.steamusercontent.com/ugc/28488380140126371/9F3FFC09C888F3794B2E9B8D9F71197C3DC2F051/[/img][/spoiler]
Inconsistent with the other boards/platforms recently changed. Would be nice if it was solid as well so projectiles don't fly under there.


[spoiler][img]http://images.akamai.steamusercontent.com/ugc/28488380140127198/BAC29D92E8257B43325D4030FF6DB879FE78DF97/[/img]
[/spoiler]
I think you should replace the short wooden fence by extending the taller metal fence. It would make the splash damage and visuals of that area more consistent.


[spoiler][img]http://images.akamai.steamusercontent.com/ugc/28488380140128553/2DEBB5DB18E8136B144B8B02D4B51D9158055F40/[/img][/spoiler]
You should move some of the small boxes in the spawn yard in order to block this sightline. It's used pretty often by soldiers to spam the spawn but also snipers can just fully charge body shot a medic fairly easily from there. Blocking it would make pushing out against a forward hold slightly easier.


[spoiler][img]http://images.akamai.steamusercontent.com/ugc/28488380140129259/F099245BB370763EF30EA66360D324BC2048DF0C/[/img][/spoiler]
I'm not sure if the heightened bullet block was added in rc4 or rc5 but I don't agree with it. It gave demos the option of going for a VERY difficult krit sticky to their spawn, or soldiers jumping high up from china to try and finish off a scout running to resupply. It's just a small thing that makes the map more dynamic in my opinion. It's similar to shooting over the badlands house from diagonal to mid or vice versa.
27
#27
3 Frags +

it'd be cool if people could give feedback on giraffe's points - a lot of them I can understand, but it comes down to whether people think they are necessary, namely:

Giraffe
Show Content
I'm not sure if the purpose of that metal sheet was to make hiding their more awkward or not, but I think it would be nice if it was removed. Would make hiding in that already risky spot slightly better.

does it really make hiding there more awkward? I think it can make the spot even harder to scout people being there for one, and even if that isn't the case I'm unsure on whether it's a big deal - I don't think all props should be removed if it doesn't have a positive impact on the map (coming from a 'declutter' freak)

Giraffe
Show Content
Show Content
I would personally like to see both of those ceilings cleaned/covered up so that it is flat/less cluttered.

this is one I can understand more but once again it comes down to what people think, I don't really want everything 'visual' removed from the map for the sake of purity

Giraffe
Show Content
Inconsistent with the other boards/platforms recently changed. Would be nice if it was solid as well so projectiles don't fly under there.

fubar didn't want this for his own reasons and I didn't think it mattered enough to make a big deal about it, so it's up to him

Show Content
I think you should replace the short wooden fence by extending the taller metal fence. It would make the splash damage and visuals of that area more consistent.

I can understand it, but too much of that grey fence will make the map really ugly looking I think, so it comes down to whether people consider it a big deal once again

Giraffe
Show Content
You should move some of the small boxes in the spawn yard in order to block this sightline. It's used pretty often by soldiers to spam the spawn but also snipers can just fully charge body shot a medic fairly easily from there. Blocking it would make pushing out against a forward hold slightly easier.
Giraffe
Show Content
I'm not sure if the heightened bullet block was added in rc4 or rc5 but I don't agree with it. It gave demos the option of going for a VERY difficult krit sticky to their spawn, or soldiers jumping high up from china to try and finish off a scout running to resupply. It's just a small thing that makes the map more dynamic in my opinion. It's similar to shooting over the badlands house from diagonal to mid or vice versa.

thoughts guys?

it'd be cool if people could give feedback on giraffe's points - a lot of them I can understand, but it comes down to whether people think they are necessary, namely:


[quote=Giraffe][spoiler]

[spoiler][img]http://images.akamai.steamusercontent.com/ugc/28488380140125744/6686D477998EE2915C3331AC1928070166A3B834/[/img][/spoiler]
I'm not sure if the purpose of that metal sheet was to make hiding their more awkward or not, but I think it would be nice if it was removed. Would make hiding in that already risky spot slightly better.
[/quote]
does it really make hiding there more awkward? I think it can make the spot even harder to scout people being there for one, and even if that isn't the case I'm unsure on whether it's a big deal - I don't think all props should be removed if it doesn't have a positive impact on the map (coming from a 'declutter' freak)

[quote=Giraffe]
[spoiler][img]http://images.akamai.steamusercontent.com/ugc/28488380140126028/91718B4A66436E412C280AD28A6BB970810F0365/[/img][/spoiler]
[spoiler][img]http://images.akamai.steamusercontent.com/ugc/28488380140127649/A41F6AE1B3271D6AA627FC57CA4BC6EC606BE96D/[/img][/spoiler]
I would personally like to see both of those ceilings cleaned/covered up so that it is flat/less cluttered.

[/quote]
this is one I can understand more but once again it comes down to what people think, I don't really want everything 'visual' removed from the map for the sake of purity

[quote=Giraffe][spoiler][img]http://images.akamai.steamusercontent.com/ugc/28488380140126371/9F3FFC09C888F3794B2E9B8D9F71197C3DC2F051/[/img][/spoiler]
Inconsistent with the other boards/platforms recently changed. Would be nice if it was solid as well so projectiles don't fly under there.[/quote]
fubar didn't want this for his own reasons and I didn't think it mattered enough to make a big deal about it, so it's up to him

[quote]
[spoiler][img]http://images.akamai.steamusercontent.com/ugc/28488380140127198/BAC29D92E8257B43325D4030FF6DB879FE78DF97/[/img]
[/spoiler]
I think you should replace the short wooden fence by extending the taller metal fence. It would make the splash damage and visuals of that area more consistent.[/quote]

I can understand it, but too much of that grey fence will make the map really ugly looking I think, so it comes down to whether people consider it a big deal once again


[quote=Giraffe]
[spoiler][img]http://images.akamai.steamusercontent.com/ugc/28488380140128553/2DEBB5DB18E8136B144B8B02D4B51D9158055F40/[/img][/spoiler]
You should move some of the small boxes in the spawn yard in order to block this sightline. It's used pretty often by soldiers to spam the spawn but also snipers can just fully charge body shot a medic fairly easily from there. Blocking it would make pushing out against a forward hold slightly easier.[/quote]

[quote=Giraffe]

[spoiler][img]http://images.akamai.steamusercontent.com/ugc/28488380140129259/F099245BB370763EF30EA66360D324BC2048DF0C/[/img][/spoiler]
I'm not sure if the heightened bullet block was added in rc4 or rc5 but I don't agree with it. It gave demos the option of going for a VERY difficult krit sticky to their spawn, or soldiers jumping high up from china to try and finish off a scout running to resupply. It's just a small thing that makes the map more dynamic in my opinion. It's similar to shooting over the badlands house from diagonal to mid or vice versa.[/quote]

thoughts guys?
28
#28
3 Frags +

i feel like the map is good and doesnt need much else in the way of changes
the things giraffe said are small and dont really change a lot, what you decide to do out of those depends on how much work you want to do i guess
although thinking about it, im wondering if you could make it so you cant see stickybombs through this wall anymore
http://i.imgur.com/koBNH52.jpg
you havent been able to take explosive damage through the wall for a long time so i dont see any reason why stickybombs should still be visible

i feel like the map is good and doesnt need much else in the way of changes
the things giraffe said are small and dont really change a lot, what you decide to do out of those depends on how much work you want to do i guess
although thinking about it, im wondering if you could make it so you cant see stickybombs through this wall anymore
http://i.imgur.com/koBNH52.jpg
you havent been able to take explosive damage through the wall for a long time so i dont see any reason why stickybombs should still be visible
29
#29
3 Frags +

I really think over the top kritz or soldier jumping and getting a spam rocket is just dumb and not needed at all, can't see it making the map more dynamic nor improving the gameplay

that sightline, was never a problem, honestly I've never ever came in mind that that certain angle is too strong, because it was never an issue, blocking the sightline will probably be a good idea but it was never a problem to me atleast

I really think over the top kritz or soldier jumping and getting a spam rocket is just dumb and not needed at all, can't see it making the map more dynamic nor improving the gameplay

that sightline, was never a problem, honestly I've never ever came in mind that that certain angle is too strong, because it was never an issue, blocking the sightline will probably be a good idea but it was never a problem to me atleast
30
#30
koth_product
2 Frags +
bubblebobblerGiraffe
Show Content
Inconsistent with the other boards/platforms recently changed. Would be nice if it was solid as well so projectiles don't fly under there.
fubar didn't want this for his own reasons and I didn't think it mattered enough to make a big deal about it, so it's up to him

my reasoning for it is that if a rocket is going toward the spawn, it probably deserves to be missed and If a spawncamping rocket is eaten, I really won't shed a tear about it.

as for visual clutter, I think there's a fine balance between what is useless clutter and what gives the map character. I wouldn't want the map to become completely sterile but I'll think about the various suggestions.

[quote=bubblebobbler]
[quote=Giraffe][spoiler][img]http://images.akamai.steamusercontent.com/ugc/28488380140126371/9F3FFC09C888F3794B2E9B8D9F71197C3DC2F051/[/img][/spoiler]
Inconsistent with the other boards/platforms recently changed. Would be nice if it was solid as well so projectiles don't fly under there.[/quote]
fubar didn't want this for his own reasons and I didn't think it mattered enough to make a big deal about it, so it's up to him[/quote]
my reasoning for it is that if a rocket is going toward the spawn, it probably deserves to be missed and If a spawncamping rocket is eaten, I really won't shed a tear about it.

as for visual clutter, I think there's a fine balance between what is useless clutter and what gives the map character. I wouldn't want the map to become completely sterile but I'll think about the various suggestions.
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