aimBlands last(?), warmfront mid, snakewater last would be nice additions.
Also, would areas such as diagonal on blands or granary yard be good addition or is mge focused on point battles?
I don´t mean to insult you, but how exactly do you see badlands last or snakewater last as a good mge map? In my opinion, the main purpose of an MGE map is to re-enact a 1v1 situation that could happen in 6v6, while also purely training your DM. Key focus on aim + movement.
An arena that is a-symetrical, doesn't stimulate to attack eachother or doesn't have an "objective" to control (spire/granary crates/gullywash on top of cap) is not a good MGE map in my eyes.
Badlands last is pretty much useless without the control point added to the arena.
Warfront mid might be suitable for arena, but granary yard will be useless.
Snakewater last can maybe be interesting for scout v scout or demo v scout, but other than that I see no potential in it.
[quote=aim]Blands last(?), warmfront mid, snakewater last would be nice additions.
Also, would areas such as diagonal on blands or granary yard be good addition or is mge focused on point battles?[/quote]
I don´t mean to insult you, but how exactly do you see badlands last or snakewater last as a good mge map? In my opinion, the main purpose of an MGE map is to re-enact a 1v1 situation that could happen in 6v6, while also purely training your DM. Key focus on aim + movement.
An arena that is a-symetrical, doesn't stimulate to attack eachother or doesn't have an "objective" to control (spire/granary crates/gullywash on top of cap) is not a good MGE map in my eyes.
Badlands last is pretty much useless without the control point added to the arena.
Warfront mid might be suitable for arena, but granary yard will be useless.
Snakewater last can maybe be interesting for scout v scout or demo v scout, but other than that I see no potential in it.
MightyMeaimBlands last(?), warmfront mid, snakewater last would be nice additions.
Also, would areas such as diagonal on blands or granary yard be good addition or is mge focused on point battles?
I don´t mean to insult you, but how exactly do you see badlands last or snakewater last as a good mge map? In my opinion, the main purpose of an MGE map is to re-enact a 1v1 situation that could happen in 6v6, while also purely training your DM. Key focus on aim + movement.
An arena that is a-symetrical, doesn't stimulate to attack eachother or doesn't have an "objective" to attack to is not a good MGE map in my eyes.
Badlands last is pretty much useless without the control point added to the arena.
Warfront mid might be suitable for arena, but granary yard will be useless.
Well I'm looking at this from the scout point of view. Usually when I go to last after most of the team has been wiped I'm usually fighting the roamer a scout or a demo. Well I was unsure about bland last which is the reason I had a question mark near it then I thought about it. And yard, again scout point of view I'm usually facing another scout or what ever but I can see how that would be useless.
[quote=MightyMe][quote=aim]Blands last(?), warmfront mid, snakewater last would be nice additions.
Also, would areas such as diagonal on blands or granary yard be good addition or is mge focused on point battles?[/quote]
I don´t mean to insult you, but how exactly do you see badlands last or snakewater last as a good mge map? In my opinion, the main purpose of an MGE map is to re-enact a 1v1 situation that could happen in 6v6, while also purely training your DM. Key focus on aim + movement.
An arena that is a-symetrical, doesn't stimulate to attack eachother or doesn't have an "objective" to attack to is not a good MGE map in my eyes.
Badlands last is pretty much useless without the control point added to the arena.
Warfront mid might be suitable for arena, but granary yard will be useless.[/quote]
Well I'm looking at this from the scout point of view. Usually when I go to last after most of the team has been wiped I'm usually fighting the roamer a scout or a demo. Well I was unsure about bland last which is the reason I had a question mark near it then I thought about it. And yard, again scout point of view I'm usually facing another scout or what ever but I can see how that would be useless.
Turris.
Turris is fun as fuck.
Turris.
Turris is fun as fuck.
Great work so far guys
edit: didn't see the guys above me mentioned snakewater last cold/warmfront mid. Both are good options - might as well keep map scenarios that you'll see in league play.
I like the idea of snakewater last, as it's height advantage is unique that it's on a slope. I could see that being useful for soldiers learning/perfecting how to aim firing at a downward angle....would really be good training soldier vs scout.
Great work so far guys
edit: didn't see the guys above me mentioned snakewater last cold/warmfront mid. Both are good options - might as well keep map scenarios that you'll see in league play.
I like the idea of snakewater last, as it's height advantage is unique that it's on a slope. I could see that being useful for soldiers learning/perfecting how to aim firing at a downward angle....would really be good training soldier vs scout.
coldfront mid was in v4 I'm pretty sure. After that it was removed being replaced by waste i think. Seeing it come back would be pretty cool
coldfront mid was in v4 I'm pretty sure. After that it was removed being replaced by waste i think. Seeing it come back would be pretty cool
could viaduct be updated to pro_viaduct?
my suggestions:
turris
process 2nd
gullywash 2nd
gpit c
then maybe a simple DM arena like duel_duel or that amphi map
could viaduct be updated to pro_viaduct?
my suggestions:
turris
process 2nd
gullywash 2nd
gpit c
then maybe a simple DM arena like duel_duel or that amphi map
disengagecould viaduct be updated to pro_viaduct?
my suggestions:
turris
process 2nd
gullywash 2nd
gpit c
then maybe a simple DM arena like duel_duel or that amphi map
I was thinking about running that by justin to see what he thought of it.
Mangachucoldfront mid was in v4 I'm pretty sure. After that it was removed being replaced by waste i think. Seeing it come back would be pretty cool
koth_ashville mid was replaced by waste mid
[quote=disengage]could viaduct be updated to pro_viaduct?
my suggestions:
turris
process 2nd
gullywash 2nd
gpit c
then maybe a simple DM arena like duel_duel or that amphi map[/quote]
I was thinking about running that by justin to see what he thought of it.
[quote=Mangachu]coldfront mid was in v4 I'm pretty sure. After that it was removed being replaced by waste i think. Seeing it come back would be pretty cool[/quote]
koth_ashville mid was replaced by waste mid
Dave_ndustAre you guys ever gonna fix grey bridge and porch on spire?
What's wrong with the two?
Can't hop up to porch from the ground, and it's almost impossible to get up to grey bridge from below in the far left corner. (looking from choke to batts)
[quote=Dave_][quote=ndust]Are you guys ever gonna fix grey bridge and porch on spire?[/quote]
What's wrong with the two?
[/quote]
Can't hop up to porch from the ground, and it's almost impossible to get up to grey bridge from below in the far left corner. (looking from choke to batts)
gpit c sounds amazing tbh
gpit c sounds amazing tbh
oh shit I'm gonna be having some fun on this
oh shit I'm gonna be having some fun on this
Dave_Justin and I are currently working to fix whatever bugs we find present. As of now, we've fixed the invisible wall on gpit B and the death glitch with the beige room and sign. The problem is, I really don't have the means to test this out, so please post EVERYTHING that is wrong with it.
http://dl.dropbox.com/u/104031378/TF2/mge_training_v8_beta2.bsp
Is this still the latest version?
And if so, should I put it on MGE iT?
[quote=Dave_]Justin and I are currently working to fix whatever bugs we find present. As of now, we've fixed the invisible wall on gpit B and the death glitch with the beige room and sign. The problem is, I really don't have the means to test this out, so please post EVERYTHING that is wrong with it.
http://dl.dropbox.com/u/104031378/TF2/mge_training_v8_beta2.bsp[/quote]
Is this still the latest version?
And if so, should I put it on MGE iT?
Hi guys,
Figured I'd register for your forums since a few random people have befriended me over the past few months wanting to know about the map and run it on their servers since a few people don't seem to have positive remarks about my community.
Anyway, I just released the official Beta 2 on January 1st. After many weeks of me stalling on the project, I made a final push this last week to finish off Gpit C (decompilation errors from am_variety_test10 made some brushes appear fine in Hammer but invisible when the map was compiled, so I grabbed the problematic assets from the real Gravelpit and replaced them). After that was done, Dave_ and I worked on making/testing the new/revised spawns for Gpit C and Process, and I changed around the attributions list that annoyed people so that the sole required spawn point on the map is facing a black wall again.
My original intention from the beginning of development was to clean up the map and fix two major exploits where players could jump out of the map. There were leftover, fully detailed spawn rooms that were completely sealed off and had no point in being there. I also got rid of some rare textures and replaced them with common ones on the map to reduce the texture memory used. As cleanup was wrapping up a few weeks later, I asked Lange about adding one or two more arenas due to map resources being freed, and he chose Process and I chose Gpit B based on a friend's advice (when I really should have chosen Gpit C) and Beta 1 was released. After some time, Dave_ was referred to me and we had some discussions and made changes right off the bat. I got busy with stuff for a while and eventually gave up on adding dm_whiskas due to the high brush count from the curved walls and center platforms. The possibility of adding one more low brush count arena may be possible, but I absolutely DO NOT want to remove any original MGE V7 material because I want this to be a drop in replacement for MGE V7 thanks to assholes and exploits. Consider the extra arenas a bonus, essentially.
We should be at the point where other server owners can use MGE V8 Beta2 to replace MGE V7. I'd like to start getting the map around even though it still has the "Beta" tag on it, because I don't want to slap "Release Candidate" or "Final" on it before some major exploit or problem is discovered. You're welcome to contact me about map issues you may encounter so that I can make any required changes in my free time and hopefully resolve said issues. Thank you for any supportive comments or suggestions about MGE V8 Beta.
Map and spawns: http://dl.dropbox.com/u/53256537/MGE_Training_V8_Beta2_1_1_2013.zip
Hi guys,
Figured I'd register for your forums since a few random people have befriended me over the past few months wanting to know about the map and run it on their servers since a few people don't seem to have positive remarks about my community.
Anyway, I just released the official Beta 2 on January 1st. After many weeks of me stalling on the project, I made a final push this last week to finish off Gpit C (decompilation errors from am_variety_test10 made some brushes appear fine in Hammer but invisible when the map was compiled, so I grabbed the problematic assets from the real Gravelpit and replaced them). After that was done, Dave_ and I worked on making/testing the new/revised spawns for Gpit C and Process, and I changed around the attributions list that annoyed people so that the sole required spawn point on the map is facing a black wall again.
My original intention from the beginning of development was to clean up the map and fix two major exploits where players could jump out of the map. There were leftover, fully detailed spawn rooms that were completely sealed off and had no point in being there. I also got rid of some rare textures and replaced them with common ones on the map to reduce the texture memory used. As cleanup was wrapping up a few weeks later, I asked Lange about adding one or two more arenas due to map resources being freed, and he chose Process and I chose Gpit B based on a friend's advice (when I really should have chosen Gpit C) and Beta 1 was released. After some time, Dave_ was referred to me and we had some discussions and made changes right off the bat. I got busy with stuff for a while and eventually gave up on adding dm_whiskas due to the high brush count from the curved walls and center platforms. The possibility of adding one more low brush count arena may be possible, but I absolutely DO NOT want to remove any original MGE V7 material because I want this to be a drop in replacement for MGE V7 thanks to assholes and exploits. Consider the extra arenas a bonus, essentially.
We should be at the point where other server owners can use MGE V8 Beta2 to replace MGE V7. I'd like to start getting the map around even though it still has the "Beta" tag on it, because I don't want to slap "Release Candidate" or "Final" on it before some major exploit or problem is discovered. You're welcome to contact me about map issues you may encounter so that I can make any required changes in my free time and hopefully resolve said issues. Thank you for any supportive comments or suggestions about MGE V8 Beta.
Map and spawns: http://dl.dropbox.com/u/53256537/MGE_Training_V8_Beta2_1_1_2013.zip
awesome man, thanks for your hardwork! ^_^
awesome man, thanks for your hardwork! ^_^
You're the hero that MGE needs! Thank you!
You're the hero that MGE needs! Thank you!
[img]http://i.imgur.com/ysKeh.jpg[/img]
worth it
Hey guys, it's me again. Today, I put some work into a Beta3 version of the map based on some information I gathered from this thread. As I mentioned before, I was going to attempt to add dm_whiskas, but the map just had too many brushes and converting some of them to props (in addition to taking a ton of tine and effort) would probably bloat the map too much or cause other issues.
So, I ended up picking a few more arenas that looked lightweight and was extremely lucky to be able to fit them all on the map (sans a few details I removed to be under the MAP_MAXBRUSHSIDES limit) and they are:
-Turris
-duel_trainyard_cool
-duel_duel
Several people in this thread suggested Turris, and I picked up the two duel maps because they were present in am_variety_test10 and were mentioned. I removed the control point and logic from Turris and deleted the med cabinets from Duel, but I'm sure we can determine the gameplay mechanics of those arenas on a later date.
I did make some quick and dirty spawns and the map itself is pretty much ready to go for testing. However, I discovered a limitation in the current MGEMod plugin that prevents more than 15 arenas from being assigned to a map, from what looks like an array size issue. I've notified Lange about this and will probably receive an answer soon about what will happen with that.
Until then, hopefully things should be worked out soon and I highly anticipate the release of Beta3.
Hey guys, it's me again. Today, I put some work into a Beta3 version of the map based on some information I gathered from this thread. As I mentioned before, I was going to attempt to add dm_whiskas, but the map just had too many brushes and converting some of them to props (in addition to taking a ton of tine and effort) would probably bloat the map too much or cause other issues.
So, I ended up picking a few more arenas that looked lightweight and was extremely lucky to be able to fit them all on the map (sans a few details I removed to be under the MAP_MAXBRUSHSIDES limit) and they are:
-Turris
-duel_trainyard_cool
-duel_duel
Several people in this thread suggested Turris, and I picked up the two duel maps because they were present in am_variety_test10 and were mentioned. I removed the control point and logic from Turris and deleted the med cabinets from Duel, but I'm sure we can determine the gameplay mechanics of those arenas on a later date.
I did make some quick and dirty spawns and the map itself is pretty much ready to go for testing. However, I discovered a limitation in the current MGEMod plugin that prevents more than 15 arenas from being assigned to a map, from what looks like an array size issue. I've notified Lange about this and will probably receive an answer soon about what will happen with that.
Until then, hopefully things should be worked out soon and I highly anticipate the release of Beta3.
I put the beta2 version on my server, ppl seem to be enjoying the new arenas, just noticed there's a freezetime at the beginning, upon joining an arena, what I personally find a bit annoying. Anyway, keep up the good work and good luck with the beta3 ver
I put the beta2 version on my server, ppl seem to be enjoying the new arenas, just noticed there's a freezetime at the beginning, upon joining an arena, what I personally find a bit annoying. Anyway, keep up the good work and good luck with the beta3 ver
How do you get this to work? I uploaded the map via filezilla and i put the mgemod_spawn cfg on the cfg folder on tf and it won't work. I've tried updating the sourcemod and metamod and it worn't work
How do you get this to work? I uploaded the map via filezilla and i put the mgemod_spawn cfg on the cfg folder on tf and it won't work. I've tried updating the sourcemod and metamod and it worn't work
procyonI put the beta2 version on my server, ppl seem to be enjoying the new arenas, just noticed there's a freezetime at the beginning, upon joining an arena, what I personally find a bit annoying. Anyway, keep up the good work and good luck with the beta3 ver
I believe the "cdtime" parameter for each arena in mgemod_spawns.cfg controls what you are describing.
PringlesHow do you get this to work? I uploaded the map via filezilla and i put the mgemod_spawn cfg on the cfg folder on tf and it won't work. I've tried updating the sourcemod and metamod and it worn't work
You need MGEMod 1.0.4 and the mgemod_spawns.cfg goes in tf/addons/sourcemod/configs. https://forums.alliedmods.net/showthread.php?t=154755
[quote=procyon]I put the beta2 version on my server, ppl seem to be enjoying the new arenas, just noticed there's a freezetime at the beginning, upon joining an arena, what I personally find a bit annoying. Anyway, keep up the good work and good luck with the beta3 ver[/quote]
I believe the "cdtime" parameter for each arena in mgemod_spawns.cfg controls what you are describing.
[quote=Pringles]How do you get this to work? I uploaded the map via filezilla and i put the mgemod_spawn cfg on the cfg folder on tf and it won't work. I've tried updating the sourcemod and metamod and it worn't work[/quote]
You need MGEMod 1.0.4 and the mgemod_spawns.cfg goes in tf/addons/sourcemod/configs. https://forums.alliedmods.net/showthread.php?t=154755
Jstn7477procyonI put the beta2 version on my server, ppl seem to be enjoying the new arenas, just noticed there's a freezetime at the beginning, upon joining an arena, what I personally find a bit annoying. Anyway, keep up the good work and good luck with the beta3 ver
I believe the "cdtime" parameter for each arena in mgemod_spawns.cfg controls what you are describing.
Thanks, I changed the values and it worked. Also, there's a glitched spawn in process middle, I don't know which one is glitched tho, do you know about it?
[quote=Jstn7477][quote=procyon]I put the beta2 version on my server, ppl seem to be enjoying the new arenas, just noticed there's a freezetime at the beginning, upon joining an arena, what I personally find a bit annoying. Anyway, keep up the good work and good luck with the beta3 ver[/quote]
I believe the "cdtime" parameter for each arena in mgemod_spawns.cfg controls what you are describing.[/quote]
Thanks, I changed the values and it worked. Also, there's a glitched spawn in process middle, I don't know which one is glitched tho, do you know about it?
Jstn7477duel_trainyard_cool
Do you already have the correct version of this map?
If so, no idea how you actually got it since (as far as i know) only a handfull of people + me have this map
Here is the correct version with no skybox limit if you did not already have it: http://www24.zippyshare.com/v/44818553/file.html
[quote=Jstn7477]duel_trainyard_cool
[/quote]
Do you already have the correct version of this map?
If so, no idea how you actually got it since (as far as i know) only a handfull of people + me have this map
Here is the correct version with no skybox limit if you did not already have it: http://www24.zippyshare.com/v/44818553/file.html
MightyMeJstn7477duel_trainyard_cool
Do you already have the correct version of this map?
If so, no idea how you actually got it since (as far as i know) only a handfull of people + me have this map
Here is the correct version with no skybox limit if you did not already have it: http://www24.zippyshare.com/v/44818553/file.html
It's in am_variety_test10 and I raised the skybox height from 850 Hammer units to about 1900.
[quote=MightyMe][quote=Jstn7477]duel_trainyard_cool
[/quote]
Do you already have the correct version of this map?
If so, no idea how you actually got it since (as far as i know) only a handfull of people + me have this map
Here is the correct version with no skybox limit if you did not already have it: http://www24.zippyshare.com/v/44818553/file.html[/quote]
It's in am_variety_test10 and I raised the skybox height from 850 Hammer units to about 1900.
This map is up and running on MGE iT West. Have fun.
This map is up and running on MGE iT West. Have fun.
klananaThis map is up and running on MGE iT West. Have fun.
Thank you, I appreciate you and others testing my map on your servers.
procyonThanks, I changed the values and it worked. Also, there's a glitched spawn in process middle, I don't know which one is glitched tho, do you know about it?
I wouldn't be surprised if one or two bad spawns may be still present. It's difficult to evaluate them all due to how they are chosen randomly. Server operators can determine the location of the faulty spawn point by typing "loc" in console. Would be helpful if anyone could post any unclear spawn points so I can amend them and release official updates to mgemod_spawns.cfg (instead of everyone trying to fix it on their own and essentially changing how MGEMod plays on a server-by-server basis.
[quote=klanana]This map is up and running on MGE iT West. Have fun.[/quote]
Thank you, I appreciate you and others testing my map on your servers.
[quote=procyon]Thanks, I changed the values and it worked. Also, there's a glitched spawn in process middle, I don't know which one is glitched tho, do you know about it?[/quote]
I wouldn't be surprised if one or two bad spawns may be still present. It's difficult to evaluate them all due to how they are chosen randomly. Server operators can determine the location of the faulty spawn point by typing "loc" in console. Would be helpful if anyone could post any unclear spawn points so I can amend them and release official updates to mgemod_spawns.cfg (instead of everyone trying to fix it on their own and essentially changing how MGEMod plays on a server-by-server basis.
I tried to find the bad spawn but I couldn't find it.. I think it's not a spawn location issue, it's a bug triggered by something in the middle of the duel. Player spawns in a black box (kinda like the standard respawn when no sourcemod gets broke) and you have to type kill to return.
I tried to find the bad spawn but I couldn't find it.. I think it's not a spawn location issue, it's a bug triggered by something in the middle of the duel. Player spawns in a black box (kinda like the standard respawn when no sourcemod gets broke) and you have to type kill to return.
Jstn7477MightyMeJstn7477duel_trainyard_cool
Do you already have the correct version of this map?
If so, no idea how you actually got it since (as far as i know) only a handfull of people + me have this map
Here is the correct version with no skybox limit if you did not already have it: http://www24.zippyshare.com/v/44818553/file.html
It's in am_variety_test10 and I raised the skybox height from 850 Hammer units to about 1900.
Did you also fix that you can walk on the fence at the edge of the map?
[quote=Jstn7477][quote=MightyMe][quote=Jstn7477]duel_trainyard_cool
[/quote]
Do you already have the correct version of this map?
If so, no idea how you actually got it since (as far as i know) only a handfull of people + me have this map
Here is the correct version with no skybox limit if you did not already have it: http://www24.zippyshare.com/v/44818553/file.html[/quote]
It's in am_variety_test10 and I raised the skybox height from 850 Hammer units to about 1900.[/quote]
Did you also fix that you can walk on the fence at the edge of the map?
MightyMeJstn7477MightyMeJstn7477duel_trainyard_cool
Do you already have the correct version of this map?
If so, no idea how you actually got it since (as far as i know) only a handfull of people + me have this map
Here is the correct version with no skybox limit if you did not already have it: http://www24.zippyshare.com/v/44818553/file.html
It's in am_variety_test10 and I raised the skybox height from 850 Hammer units to about 1900.
Did you also fix that you can walk on the fence at the edge of the map?
I did not, but I will gladly fix it right now by raising the player clip surrounding it up to the top of the skybox. Lange is hard at work getting MGEMod 1.0.5 ready and I am going to do some internal testing tonight so we could be really close to Beta3 being released depending on what happens. :)
[quote=MightyMe][quote=Jstn7477][quote=MightyMe][quote=Jstn7477]duel_trainyard_cool
[/quote]
Do you already have the correct version of this map?
If so, no idea how you actually got it since (as far as i know) only a handfull of people + me have this map
Here is the correct version with no skybox limit if you did not already have it: http://www24.zippyshare.com/v/44818553/file.html[/quote]
It's in am_variety_test10 and I raised the skybox height from 850 Hammer units to about 1900.[/quote]
Did you also fix that you can walk on the fence at the edge of the map?[/quote]
I did not, but I will gladly fix it right now by raising the player clip surrounding it up to the top of the skybox. Lange is hard at work getting MGEMod 1.0.5 ready and I am going to do some internal testing tonight so we could be really close to Beta3 being released depending on what happens. :)
I'm playing this map on mgeiT west right now (YOU HEAR THAT KLANANA!?)and I noticed that the choke walls on blands mid are solid. Doesn't matter to me either way, just wondering if this was intentional or not.
I'm playing this map on mgeiT west right now (YOU HEAR THAT KLANANA!?)and I noticed that the choke walls on blands mid are solid. Doesn't matter to me either way, just wondering if this was intentional or not.