16:20:07 мм//deғт: oreo why dont you use the new via...
16:20:18 oreO.fk: cuz im not retarded
16:20:32 oreO.fk: making it pro6 means there will be about 7 noobs who are like
16:20:39 oreO.fk: I PLAYED VIADUCT ONCE WHY DO I NEED TO DOWNLOAD IT????
16:20:41 oreO.fk: and then
16:20:44 oreO.fk: lobby never starts
16:20:48 мм//deғт: people capping intel
16:20:51 oreO.fk: and 50 dumbass subs come in
16:20:56 oreO.fk: and then get reported
16:21:00 oreO.fk: and then lobby never starts
the meta
[quote]
16:20:07 мм//deғт: oreo why dont you use the new via...
16:20:18 oreO.fk: cuz im not retarded
16:20:32 oreO.fk: making it pro6 means there will be about 7 noobs who are like
16:20:39 oreO.fk: I PLAYED VIADUCT ONCE WHY DO I NEED TO DOWNLOAD IT????
16:20:41 oreO.fk: and then
16:20:44 oreO.fk: lobby never starts
16:20:48 мм//deғт: people capping intel
16:20:51 oreO.fk: and 50 dumbass subs come in
16:20:56 oreO.fk: and then get reported
16:21:00 oreO.fk: and then lobby never starts[/quote]
the meta
FubarbubblebobblerGiraffe 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.
That area will never eat a rocket intended for spamming spawn. Most likely it will only eat rockets in 1v1 fights which is really frustrating.
[quote=Fubar][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.[/quote]
That area will never eat a rocket intended for spamming spawn. Most likely it will only eat rockets in 1v1 fights which is really frustrating.
yttriumjust 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 because I capped the intel twice did not mean I spent the "entire" lobby doing that. http://logs.tf/782154?highlight=76561198035342207
[quote=yttrium]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[/quote]
Just because I capped the intel twice did not mean I spent the "entire" lobby doing that. http://logs.tf/782154?highlight=76561198035342207
Believe it or not, so many block bullets were added that the map won't compile anymore. I'm gonna do what it takes to get this version out (there are painful workarounds) but I'll most definitely be closing shop after this.
Believe it or not, so many block bullets were added that the map won't compile anymore. I'm gonna do what it takes to get this version out (there are painful workarounds) but I'll most definitely be closing shop after this.
EtneyJust because I capped the intel twice did not mean I spent the "entire" lobby doing that. http://logs.tf/782154?highlight=76561198035342207
Man I was just joking around. As Medic, when I usually saw you, that's what I saw, so I thought it was silly and funny. I wasn't accusing you of anything, it's a fucking lobby.
[quote=Etney]
Just because I capped the intel twice did not mean I spent the "entire" lobby doing that. http://logs.tf/782154?highlight=76561198035342207[/quote]
Man I was just joking around. As Medic, when I usually saw you, that's what I saw, so I thought it was silly and funny. I wasn't accusing you of anything, it's a fucking lobby.
http://puu.sh/hqa8s/3814469a07.jpg a cute flying clip brush
http://fakkelbrigade.eu/maps/koth_viaduct_pro7.bsp
I'd feel bad making another thread after like 3 days :D
changelog (probably missing stuff as always because me and fubar are bad at this)
swapped the mid point prop back from the new box and applied blockbullet liberally to it
some hiding spots have had shadow bleed entirely fixed to minimise fps cfg disadvantage (eg: the one giraffe asked about removing the metal sheet from before)
stickies no longer poke through the metal sheet at china
the hidden room was removed (YOU DID THIS)
texture-seaming on cliff has been significantly improved (much less ugly lighting)
lighting indoors has been slightly (probably not very noticably) improved
as always, lots of clipping, map holes etc have been fixed
the rocks behind either side of point have had 'hitbox' improvements
known bugs (we can't fix them before release as fubar is gone for a while and there's no point postponing this as it's still a 'clearly' better version)
pixelwalk near cliff still exists
clipping on box near point kinda sucks atm
outside background detail that benroads suggested (can't be done with major changes but I'll note it anyways)
part of the cliff texture disappears where clipping was fixed if jumping
prop draw distance is wrong
tiger mafia: http://images.akamai.steamusercontent.com/ugc/716413223224498418/C2C7FBA323DDE86B4717BAE09BC7FDF65B3A25E8/
tiger mafia: http://images.akamai.steamusercontent.com/ugc/716413223224498952/B1CDFFD26119F6FBD5394D0905AD9B9BE58BFB8F/
http://fakkelbrigade.eu/maps/koth_viaduct_pro7.bsp
I'd feel bad making another thread after like 3 days :D
changelog (probably missing stuff as always because me and fubar are bad at this)
[quote]
swapped the mid point prop back from the new box and applied blockbullet liberally to it
some hiding spots have had shadow bleed entirely fixed to minimise fps cfg disadvantage (eg: the one giraffe asked about removing the metal sheet from before)
stickies no longer poke through the metal sheet at china
the hidden room was removed (YOU DID THIS)
texture-seaming on cliff has been significantly improved (much less ugly lighting)
lighting indoors has been slightly (probably not very noticably) improved
as always, lots of clipping, map holes etc have been fixed
the rocks behind either side of point have had 'hitbox' improvements
[/quote]
known bugs (we can't fix them before release as fubar is gone for a while and there's no point postponing this as it's still a 'clearly' better version)
[quote]pixelwalk near cliff still exists
clipping on box near point kinda sucks atm
outside background detail that benroads suggested (can't be done with major changes but I'll note it anyways)
part of the cliff texture disappears where clipping was fixed if jumping
prop draw distance is wrong
tiger mafia: http://images.akamai.steamusercontent.com/ugc/716413223224498418/C2C7FBA323DDE86B4717BAE09BC7FDF65B3A25E8/
tiger mafia: http://images.akamai.steamusercontent.com/ugc/716413223224498952/B1CDFFD26119F6FBD5394D0905AD9B9BE58BFB8F/
[/quote]
Posted a UGC forum thread asking for teams to test and give feedback. It looks great just walking around in it, but play testing is important.
http://www.ugcleague.net/forum/showthread.php?35030-koth_viaduct_pro7-amp-6&p=202334#post202334
Posted a UGC forum thread asking for teams to test and give feedback. It looks great just walking around in it, but play testing is important.
http://www.ugcleague.net/forum/showthread.php?35030-koth_viaduct_pro7-amp-6&p=202334#post202334
I was bored so i looked around on pro7 for stuff and so on, also first post here yey.
http://i.imgur.com/ILirNXg.jpg
Nail from the boxes only on reds side clipping through the metal sheet.
http://i.imgur.com/ugseDTp.png
The windows in both houses are spazzing out whenever you look at them and move your mouse, happens only from the inside.
http://i.imgur.com/nGidRyl.jpg
One and a half planks completely black, only in blu main.
http://i.imgur.com/N2afN5D.jpg
I don't know if this matters, you can stand on the fences and cap the point without touching the ground.
http://i.imgur.com/Z4VQzBG.jpg
The small house beside both blu and reds spawn have under its roof completely black texture unlike other places on the map.
http://imgur.com/a/7tvf4#ZO2QQIa
The tree on reds right side up on the train track is clipping through a decent bit.
http://i.imgur.com/pTrxg6w.jpg
Highlight of all the things I've discovered of course is some grass clipping through the small rock/ramp up to cliff on reds side.
good luck with pro8 <3
EDIT: Some of these things might be there because i have directx 8 on, fyi
I was bored so i looked around on pro7 for stuff and so on, also first post here yey.
http://i.imgur.com/ILirNXg.jpg
Nail from the boxes only on reds side clipping through the metal sheet.
http://i.imgur.com/ugseDTp.png
The windows in both houses are spazzing out whenever you look at them and move your mouse, happens only from the inside.
http://i.imgur.com/nGidRyl.jpg
One and a half planks completely black, only in blu main.
http://i.imgur.com/N2afN5D.jpg
I don't know if this matters, you can stand on the fences and cap the point without touching the ground.
http://i.imgur.com/Z4VQzBG.jpg
The small house beside both blu and reds spawn have under its roof completely black texture unlike other places on the map.
http://imgur.com/a/7tvf4#ZO2QQIa
The tree on reds right side up on the train track is clipping through a decent bit.
http://i.imgur.com/pTrxg6w.jpg
Highlight of all the things I've discovered of course is some grass clipping through the small rock/ramp up to cliff on reds side.
good luck with pro8 <3
EDIT: Some of these things might be there because i have directx 8 on, fyi
Made an account just to post this since it's been driving me insane:
http://i.imgur.com/OqmUdMP.jpg
The windowsills here clip, I don't know if it's intentional or not but it makes rocket jumping using that wall nearly impossible because you just hit your head unless you go nearly flat. There's nowhere to jump to using them so I think they're essentially useless.
http://i.imgur.com/baM55TL.jpg
If you aim about where I am, you can shoot through the fence here. I know it's on blu side, I didn't check red. This is at the bottom of cliff by the health pack.
Made an account just to post this since it's been driving me insane:
http://i.imgur.com/OqmUdMP.jpg
The windowsills here clip, I don't know if it's intentional or not but it makes rocket jumping using that wall nearly impossible because you just hit your head unless you go nearly flat. There's nowhere to jump to using them so I think they're essentially useless.
http://i.imgur.com/baM55TL.jpg
If you aim about where I am, you can shoot through the fence here. I know it's on blu side, I didn't check red. This is at the bottom of cliff by the health pack.
dan15Made an account just to post this since it's been driving me insane:
http://i.imgur.com/OqmUdMP.jpg
The windowsills here clip, I don't know if it's intentional or not but it makes rocket jumping using that wall nearly impossible because you just hit your head unless you go nearly flat. There's nowhere to jump to using them so I think they're essentially useless.
http://i.imgur.com/baM55TL.jpg
If you aim about where I am, you can shoot through the fence here. I know it's on blu side, I didn't check red. This is at the bottom of cliff by the health pack.
The windowsills provide hiding spots for scouts, soldiers, and spies
[quote=dan15]Made an account just to post this since it's been driving me insane:
http://i.imgur.com/OqmUdMP.jpg
The windowsills here clip, I don't know if it's intentional or not but it makes rocket jumping using that wall nearly impossible because you just hit your head unless you go nearly flat. There's nowhere to jump to using them so I think they're essentially useless.
http://i.imgur.com/baM55TL.jpg
If you aim about where I am, you can shoot through the fence here. I know it's on blu side, I didn't check red. This is at the bottom of cliff by the health pack.[/quote]
The windowsills provide hiding spots for scouts, soldiers, and spies
omnificThe windowsills provide hiding spots for scouts, soldiers, and spies
Could they possibly be clipped from underneath only? Then it wouldn't completely stop momentum.
[quote=omnific]The windowsills provide hiding spots for scouts, soldiers, and spies[/quote]
Could they possibly be clipped from underneath only? Then it wouldn't completely stop momentum.
FubarBelieve it or not, so many block bullets were added that the map won't compile anymore. I'm gonna do what it takes to get this version out (there are painful workarounds) but I'll most definitely be closing shop after this.
Did you func_detail them? That was an issue I had when I had a shit ton of them and they wouldn't compile. They're still world brushes unless you func_detail them.
[quote=Fubar]Believe it or not, so many block bullets were added that the map won't compile anymore. I'm gonna do what it takes to get this version out (there are painful workarounds) but I'll most definitely be closing shop after this.[/quote]
Did you func_detail them? That was an issue I had when I had a shit ton of them and they wouldn't compile. They're still world brushes unless you func_detail them.
HyceDid you func_detail them? That was an issue I had when I had a shit ton of them and they wouldn't compile. They're still world brushes unless you func_detail them.
yeah I did func_detail them to prevent cutting visleaves as most of them have pretty irregular shapes. the cut faces contribute toward waterindice as well so either way it's a bit of a pain.
[quote=Hyce]
Did you func_detail them? That was an issue I had when I had a shit ton of them and they wouldn't compile. They're still world brushes unless you func_detail them.[/quote]
yeah I did func_detail them to prevent cutting visleaves as most of them have pretty irregular shapes. the cut faces contribute toward waterindice as well so either way it's a bit of a pain.
You can get blockbullets to not split visleafs even if they're not func_details by editing the blockbullets material file (because visleafs are cut at compile time and hammer uses custom materials that way); someone on tf2maps.net did that and posted about it and shared their vmf at some point.
You can get blockbullets to not split visleafs even if they're not func_details by editing the blockbullets material file (because visleafs are cut at compile time and hammer uses custom materials that way); someone on tf2maps.net did that and posted about it and shared their vmf at some point.
Trying to walk forward from here is inconsistent. Sometimes you get stuck sometimes you won't. Happens on both sides of the stack.
http://i.gyazo.com/5a6d022a04108a77fcd38f8653c26512.png
Trying to walk forward from here is inconsistent. Sometimes you get stuck sometimes you won't. Happens on both sides of the stack.
[img]http://i.gyazo.com/5a6d022a04108a77fcd38f8653c26512.png[/img]
That's because source doesn't handle stepping up "stairs" with sides that are sloped away from you. If the end of the frame puts you on the slope, you stop as if it were a wall. They have to clip it flat to fix it.
That's because source doesn't handle stepping up "stairs" with sides that are sloped away from you. If the end of the frame puts you on the slope, you stop as if it were a wall. They have to clip it flat to fix it.
Okay, there's been an ongoing discussion about the naming of the map. We've gone from pro_viaduct to viaduct_pro and with each versions, it has been debated if we should name it as final or not some day (which I'm still reluctant to do). regardless, when we look back, the map really came a long way over time, so much so that you could say that the map has developed it's own identity.
So we've been pondering, do we want to keep calling it koth_viaduct_pro? hell, koth_eyeaduct has it's own name. At this point, the map has grown into more than just a pro version. It is a legitimate alternative map with its own design goals. I also feel that calling it a pro version is not entirely accurate either as I believe the map has an appeal for all levels of play, competitive or otherwise. not to mention that "pro" may sound a little elitist and pompous. There's been a lot of talk about bridging the gap between pub an comp, so I figured...
Do we want to reconsider the name of viaduct_pro? Some of the punny (yet quasi serious) names that have been thrown around are koth_product and koth_viable.
P.S. yeah this post really wasn't meant to be this long but there we go... that's just how I feel about it I guess, curious to see how people feel (I'm told that's how discussions are made). Either way, the final touches are being looked at and yeah...
Okay, there's been an ongoing discussion about the naming of the map. We've gone from pro_viaduct to viaduct_pro and with each versions, it has been debated if we should name it as final or not some day (which I'm still reluctant to do). regardless, when we look back, the map really came a long way over time, so much so that you could say that the map has developed it's own identity.
So we've been pondering, do we want to keep calling it koth_viaduct_pro? hell, koth_eyeaduct has it's own name. At this point, the map has grown into more than just a pro version. It is a legitimate alternative map with its own design goals. I also feel that calling it a pro version is not entirely accurate either as I believe the map has an appeal for all levels of play, competitive or otherwise. not to mention that "pro" may sound a little elitist and pompous. There's been a lot of talk about bridging the gap between pub an comp, so I figured...
[b]Do we want to reconsider the name of viaduct_pro?[/b] Some of the punny (yet quasi serious) names that have been thrown around are koth_product and koth_viable.
P.S. yeah this post really wasn't meant to be this long but there we go... that's just how I feel about it I guess, curious to see how people feel (I'm told that's how discussions are made). Either way, the final touches are being looked at and yeah...
i always preferred koth_pro_viaduct, it sounds so much better than koth_viaduct_pro
i always preferred koth_pro_viaduct, it sounds so much better than koth_viaduct_pro
As sniper, you can shoot under the boards at mid looking into their valley.
As sniper, you can shoot under the boards at mid looking into their valley.
pro viaduct is against naming conventions and common sense compared to viaduct pro
and I honestly think viaduct pro is fine, it's still similar to original via just optimised for comp play. But it is your choice, if you wanna change name go for it
pro viaduct is against naming conventions and common sense compared to viaduct pro
and I honestly think viaduct pro is fine, it's still similar to original via just optimised for comp play. But it is your choice, if you wanna change name go for it