Lobby asymmetry. You can stand on the lower-ground AC unit on blue side but not red side.
http://steamcommunity.com/sharedfiles/filedetails/?id=698170324
http://steamcommunity.com/sharedfiles/filedetails/?id=698170758
This may or may not have been intentional, but you can use the pipe (to the left in this screenshot) to get on the ledge above toxic's entrance to 2nd without double- or rocket-jumping.
http://steamcommunity.com/sharedfiles/filedetails/?id=698170801
Lobby asymmetry. You can stand on the lower-ground AC unit on blue side but not red side.
http://steamcommunity.com/sharedfiles/filedetails/?id=698170324
http://steamcommunity.com/sharedfiles/filedetails/?id=698170758
This may or may not have been intentional, but you can use the pipe (to the left in this screenshot) to get on the ledge above toxic's entrance to 2nd without double- or rocket-jumping.
http://steamcommunity.com/sharedfiles/filedetails/?id=698170801
i played this map twice so far on TF2C, it seems like a cool idea and i have no qualms about any of the cap points. the only thing i noticed that i would change is that there is a ton of space to travel between points. i like most of the chokes/flanks, but i feel the map is just too slow moving due to how large and open most of the areas are.
addendum: specifically, when defending last, it seems you must travel quite far to push out and capture 2nd, almost forcing you to leave last completely open or run a sentry and if anybody goes for a backcap there is no way you will get back in time to stop them.
i played this map twice so far on TF2C, it seems like a cool idea and i have no qualms about any of the cap points. the only thing i noticed that i would change is that there is a ton of space to travel between points. i like most of the chokes/flanks, but i feel the map is just too slow moving due to how large and open most of the areas are.
addendum: specifically, when defending last, it seems you must travel quite far to push out and capture 2nd, almost forcing you to leave last completely open or run a sentry and if anybody goes for a backcap there is no way you will get back in time to stop them.
http://i.imgur.com/j3SUD70.jpg
it'll be cool if you could shoot through the gaps of that
[img]http://i.imgur.com/j3SUD70.jpg[/img]
it'll be cool if you could shoot through the gaps of that
one sightline in last lobby is really hard to counter : a defensive sniper can climb onto a box main that looks like a water tank and snipe above the wall on main. From the attackers perspective they can only see the sniper's head and can get shot both coming from lower and from the main healthpack choke. So the sniper can deny alone 2/3 of the entrances to lobby. And even if he misses the position is extremely hard to deal with.
other than that the rest feels okay. I was worried about the sightline from mid to the main chokepoint on second (the one close to forward spawn) but it's avoidable easily in the end.
one sightline in last lobby is really hard to counter : a defensive sniper can climb onto a box main that looks like a water tank and snipe above the wall on main. From the attackers perspective they can only see the sniper's head and can get shot both coming from lower and from the main healthpack choke. So the sniper can deny alone 2/3 of the entrances to lobby. And even if he misses the position is extremely hard to deal with.
other than that the rest feels okay. I was worried about the sightline from mid to the main chokepoint on second (the one close to forward spawn) but it's avoidable easily in the end.
So I've played this map a few times on tf2c and I'm really liking it. It's very fun as scout or soldier. A friend and I were exploring it a few days ago and made a neat bombing roamer rollout.
https://www.youtube.com/watch?v=rRjEodeVUcc&feature=youtu.be
So I've played this map a few times on tf2c and I'm really liking it. It's very fun as scout or soldier. A friend and I were exploring it a few days ago and made a neat bombing roamer rollout.
https://www.youtube.com/watch?v=rRjEodeVUcc&feature=youtu.be
This clip brush on mid is really annoying.
http://imgur.com/j4vVMmB
This clip brush on mid is really annoying.
http://imgur.com/j4vVMmB
I have no idea if this has been mentioned but this perch should be fixed, makes it too easy to hold for either team
http://i.imgur.com/Ge2y5Me.jpg
I have no idea if this has been mentioned but this perch should be fixed, makes it too easy to hold for either team
[img]http://i.imgur.com/Ge2y5Me.jpg[/img]
Failw1zardThis clip brush on mid is really annoying.
http://imgur.com/j4vVMmB
Pretty sure that's there so you can get onto the crate without having to rocket/sticky jump
[quote=Failw1zard]This clip brush on mid is really annoying.
http://imgur.com/j4vVMmB[/quote]
Pretty sure that's there so you can get onto the crate without having to rocket/sticky jump
Beta 3 is coming very, very shortly; with hope of being out in time to be included as the official version in i58 (which I will be attending on Sunday the 28th for the matches/finals on said day, if you wanna talk to me in person feel free to contact me beforehand!)
Here's a sneak peek of some of the changes:
Show Content
• Removed water crate on last that provides a bad sightline
• Fixed clipping on certain vents in lobby
• Raised high ground in toxic to 1. make pushing into mid less of an uphill climb and 2. prevent snipers from shooting feet
• Reduced ceiling size in various areas to provide less bouncing and better splash coverage
• Moved around doorways in upper mid-second connector to prevent a sightline from one side to the other, this will make pushing through easier
• Shifted around small bits of geometry here and there
• Opened up various inner doorways across the map to cut back on the “double-door” sort of feel
• Raised second door leading into lobby from green room
• Made masts on mid nonsolid to projectiles, with exception of thick vertical poles, via blockbulleting and clipping
Please feel free to post any and all feedback so I can fix things for Beta 3. You can word your feedback however you like. I will consider every bit of feedback, no matter what!
Beta 3 is coming very, very shortly; with hope of being out in time to be included as the official version in i58 (which I will be attending on Sunday the 28th for the matches/finals on said day, if you wanna talk to me in person feel free to contact me beforehand!)
Here's a sneak peek of some of the changes:
[spoiler]• Removed water crate on last that provides a bad sightline
• Fixed clipping on certain vents in lobby
• Raised high ground in toxic to 1. make pushing into mid less of an uphill climb and 2. prevent snipers from shooting feet
• Reduced ceiling size in various areas to provide less bouncing and better splash coverage
• Moved around doorways in upper mid-second connector to prevent a sightline from one side to the other, this will make pushing through easier
• Shifted around small bits of geometry here and there
• Opened up various inner doorways across the map to cut back on the “double-door” sort of feel
• Raised second door leading into lobby from green room
• Made masts on mid nonsolid to projectiles, with exception of thick vertical poles, via blockbulleting and clipping[/spoiler]
Please feel free to post any and all feedback so I can fix things for Beta 3. You can word your feedback however you like. I will consider every bit of feedback, no matter what!
Smesihttp://i.imgur.com/j3SUD70.jpg
it'll be cool if you could shoot through the gaps of that
tbh that opens up so many oppertunities to rj, probs best to leave it
[quote=Smesi][img]http://i.imgur.com/j3SUD70.jpg[/img]
it'll be cool if you could shoot through the gaps of that[/quote]
tbh that opens up so many oppertunities to rj, probs best to leave it
The reason I don't like this map as much as any of the other, including sunshine, is that the map feels really crowded. There is often no room to dodge or make large maneouvers EXCEPT on grass on second (where you never wanna be), on lowground on mid (where you probably shouldn't be on too often) or on right side (attackers perspective) on last point (where it feels really odd to be if you're the attacking team). Examples: Lower route into lobby, which is so streamlined you almost can't walk around a sticky in the middle. The area around the forklift, which is a deathtrap if you don't stand on it or the fence or the ledges and whatever. The upper most exit from lobby to second is so small and you always get stuck in it. The far right entrance (attackers perspective) to the last point
But don't get me wrong the map does a lot good too, like the area between last and lobby is really interesting. the transition from mid to second and the mid point (minus the lowground the point is on).
This is just my opinion from what I've noticed after playing the map quite a lot :)
Edit: I hope beta 3 will improve these things (and others)!
The reason I don't like this map as much as any of the other, including sunshine, is that the map feels really crowded. There is often no room to dodge or make large maneouvers EXCEPT on grass on second (where you never wanna be), on lowground on mid (where you probably shouldn't be on too often) or on right side (attackers perspective) on last point (where it feels really odd to be if you're the attacking team). Examples: Lower route into lobby, which is so streamlined you almost can't walk around a sticky in the middle. The area around the forklift, which is a deathtrap if you don't stand on it or the fence or the ledges and whatever. The upper most exit from lobby to second is so small and you always get stuck in it. The far right entrance (attackers perspective) to the last point
But don't get me wrong the map does a lot good too, like the area between last and lobby is really interesting. the transition from mid to second and the mid point (minus the lowground the point is on).
This is just my opinion from what I've noticed after playing the map quite a lot :)
Edit: I hope beta 3 will improve these things (and others)!
cp_reckoner_b3
DOWNLOAD
Changelog:
• Removed water crate on last that provides a bad sightline
• Fixed clipping on certain vents in lobby
• Raised high ground in toxic to 1. make pushing into mid less of an uphill climb and 2. prevent snipers from shooting feet
• Reduced ceiling size in various areas to provide less bouncing and better splash coverage
• Moved around doorways in upper mid-second connector to prevent a sightline from one side to the other, this will make pushing through easier
• Shifted around small bits of geometry here and there
• Opened up various inner doorways across the map to cut back on the “double-door” sort of feel
• Raised second door leading into lobby from green room
• Fixed instances of clipping offering unfair perches, or preventing players from moving alongside geometry smoothly
• Removed box outside of small entrance to cargo
• Made main portion of bridge over mid opaque to offer a little more protection to the point
• Widened upper doorway into lobby slightly
• Added HDR
• Added full 3d skybox
• Made right side from attacker's perspective (yellow room) more spacious
• Moved forklift away from 2nd point slightly to offer more space
• Moved healthkit in lower-mid-second connector back to original position to facilitate rollouts better
Screenshots:
https://tf2maps.net/attachments/20160813204037_1-jpg.28464/
https://tf2maps.net/attachments/20160813203859_1-jpg.28457/
https://tf2maps.net/attachments/20160813203944_1-jpg.28461/
https://tf2maps.net/attachments/20160813203923_1-jpg.28459/
https://tf2maps.net/attachments/20160813203904_1-jpg.28458/
https://tf2maps.net/attachments/20160813204020_1-jpg.28463/
https://tf2maps.net/attachments/20160813203904_1-jpg.28458/
[b]cp_reckoner_b3[/b]
[url=https://tf2maps.net/downloads/reckoner.974/download?version=5211]DOWNLOAD[/url]
Changelog:
• Removed water crate on last that provides a bad sightline
• Fixed clipping on certain vents in lobby
• Raised high ground in toxic to 1. make pushing into mid less of an uphill climb and 2. prevent snipers from shooting feet
• Reduced ceiling size in various areas to provide less bouncing and better splash coverage
• Moved around doorways in upper mid-second connector to prevent a sightline from one side to the other, this will make pushing through easier
• Shifted around small bits of geometry here and there
• Opened up various inner doorways across the map to cut back on the “double-door” sort of feel
• Raised second door leading into lobby from green room
• Fixed instances of clipping offering unfair perches, or preventing players from moving alongside geometry smoothly
• Removed box outside of small entrance to cargo
• Made main portion of bridge over mid opaque to offer a little more protection to the point
• Widened upper doorway into lobby slightly
• Added HDR
• Added full 3d skybox
• Made right side from attacker's perspective (yellow room) more spacious
• Moved forklift away from 2nd point slightly to offer more space
• Moved healthkit in lower-mid-second connector back to original position to facilitate rollouts better
Screenshots:
[img]https://tf2maps.net/attachments/20160813204037_1-jpg.28464/[/img]
[img]https://tf2maps.net/attachments/20160813203859_1-jpg.28457/[/img]
[img]https://tf2maps.net/attachments/20160813203944_1-jpg.28461/[/img]
[img]https://tf2maps.net/attachments/20160813203923_1-jpg.28459/[/img]
[img]https://tf2maps.net/attachments/20160813203904_1-jpg.28458/[/img]
[img]https://tf2maps.net/attachments/20160813204020_1-jpg.28463/[/img]
[img]https://tf2maps.net/attachments/20160813203904_1-jpg.28458/[/img]
Looks amazing! Can't wait to try it out.
Looks amazing! Can't wait to try it out.
http://i.imgur.com/3DkepmY.png
only on blue side
looks like a good idea for a hiding spot, i'd love it to see it on both sides
[img]http://i.imgur.com/3DkepmY.png[/img]
only on blue side
looks like a good idea for a hiding spot, i'd love it to see it on both sides
deguhttp://i.imgur.com/3DkepmY.png
only on blue side
looks like a good idea for a hiding spot, i'd love it to see it on both sides
i think you mean only on red, i went into a server i could do it for red but not for blue
[quote=degu][img]http://i.imgur.com/3DkepmY.png[/img]
only on blue side
looks like a good idea for a hiding spot, i'd love it to see it on both sides[/quote]
i think you mean only on red, i went into a server i could do it for red but not for blue
http://puu.sh/qU8FJ/2175e4af32.jpg
it's not clipped on red but clipped on blue
[img]http://puu.sh/qU8FJ/2175e4af32.jpg[/img]
it's not clipped on red but clipped on blue
twiggy u got ninjad by 2 weeks
twiggy u got ninjad by 2 weeks
Definitely can't do anything about it now for the preseason matches (thought for sure I clipped that but... oops) but I will update to b3a before etf2l s25 starts so it won't be in the map during the season. Apologies for the bug.
Definitely can't do anything about it now for the preseason matches (thought for sure I clipped that but... oops) but I will update to b3a before etf2l s25 starts so it won't be in the map during the season. Apologies for the bug.
Kinda sucks that we didnt get to see much (if any) reckoner play at i58.
Kinda sucks that we didnt get to see much (if any) reckoner play at i58.
consumonnKinda sucks that we didnt get to see much (if any) reckoner play at i58.
Yeah, I was a little sad but honestly, it was expected, and in the end it wasn't anybody's fault. The map's new - the NA and AU teams wouldn't have played any of it officially beforehand, and the EU teams most likely all felt more comfortable with other maps. I can't blame them for not picking it (a near-wildcard map) in such a close tournament where the teams were so even.
[quote=consumonn]Kinda sucks that we didnt get to see much (if any) reckoner play at i58.[/quote]
Yeah, I was a little sad but honestly, it was expected, and in the end it wasn't anybody's fault. The map's new - the NA and AU teams wouldn't have played any of it officially beforehand, and the EU teams most likely all felt more comfortable with other maps. I can't blame them for not picking it (a near-wildcard map) in such a close tournament where the teams were so even.
PhiconsumonnKinda sucks that we didnt get to see much (if any) reckoner play at i58.
Yeah, I was a little sad but honestly, it was expected, and in the end it wasn't anybody's fault. The map's new - the NA and AU teams wouldn't have played any of it officially beforehand, and the EU teams most likely all felt more comfortable with other maps. I can't blame them for not picking it (a near-wildcard map) in such a close tournament where the teams were so even.
It didn't help that Crowns is godlike in that map. and Full tilt is godlike in that map vs everyone except Crowns.
[quote=Phi][quote=consumonn]Kinda sucks that we didnt get to see much (if any) reckoner play at i58.[/quote]
Yeah, I was a little sad but honestly, it was expected, and in the end it wasn't anybody's fault. The map's new - the NA and AU teams wouldn't have played any of it officially beforehand, and the EU teams most likely all felt more comfortable with other maps. I can't blame them for not picking it (a near-wildcard map) in such a close tournament where the teams were so even.[/quote]
It didn't help that Crowns is godlike in that map. and Full tilt is godlike in that map vs everyone except Crowns.
Uploading a b3a version shortly for hopeful use in OzFortress and ETF2L seasons, fixes the asymmetrical clipping bug and a couple other assorted fixes.
Uploading a b3a version shortly for hopeful use in OzFortress and ETF2L seasons, fixes the asymmetrical clipping bug and a couple other assorted fixes.
cp_reckoner_b3a
Download: https://tf2maps.net/downloads/reckoner.974/download?version=5983
• Fixed minor asymmetric clipping bugs
• Fixed 3d sky showing in a place it wasn't supposed to
• Made entirety of flat portion of bridge over mid opaque
If anyone has connections to ETF2L admins, please poke them about this for me, thanks
[b]cp_reckoner_b3a[/b]
Download: https://tf2maps.net/downloads/reckoner.974/download?version=5983
• Fixed minor asymmetric clipping bugs
• Fixed 3d sky showing in a place it wasn't supposed to
• Made entirety of flat portion of bridge over mid opaque
If anyone has connections to ETF2L admins, please poke them about this for me, thanks
Updated to b3a for ETF2L, thanks for fixing the map!
Updated to b3a for ETF2L, thanks for fixing the map!
ozfortress will be using _b3a in the current season: OZF 17. Cheers phi!
ozfortress will be using _b3a in the current season: OZF 17. Cheers phi!
Going to be pushing an RC1 of this very soon, aiming to release shortly after the end of the ETF2L finals. Direct any feedback here or to my Steam profile. Thanks!
Going to be pushing an RC1 of this very soon, aiming to release shortly after the end of the ETF2L finals. Direct any feedback here or to my Steam profile. Thanks!
OKAY - let's get this map to RC1.
I heard through the grapevine that WARHURYEAH made some comments on this map on stream a while back, anyone remember a synopsis of them? Possibly a way to get me in contact with the man himself so I can ask? Would be good.
Edit: I'm daft, already have him added on steam, lmao. Can't believe I didn't remember.
Any ETF2L/Ozf people who played this map, get your feedback in, I would really like to have RC1 be super polished.
OKAY - let's get this map to RC1.
[s]I heard through the grapevine that WARHURYEAH made some comments on this map on stream a while back, anyone remember a synopsis of them? Possibly a way to get me in contact with the man himself so I can ask? Would be good.[/s]
Edit: I'm daft, already have him added on steam, lmao. Can't believe I didn't remember.
Any ETF2L/Ozf people who played this map, get your feedback in, I would really like to have RC1 be super polished.
PhiOKAY - let's get this map to RC1.
I heard through the grapevine that WARHURYEAH made some comments on this map on stream a while back, anyone remember a synopsis of them? Possibly a way to get me in contact with the man himself so I can ask? Would be good.
Any ETF2L/Ozf people who played this map, get your feedback in, I would really like to have RC1 be super polished.
You could probably just add him on steam, ask him about it on stream (usually from 4pm-10pm and then 11pm-1am GMT), twitter and discord.
Also remember to go to twitch.tv/WARHURYEAH/subscribe
[quote=Phi]OKAY - let's get this map to RC1.
I heard through the grapevine that WARHURYEAH made some comments on this map on stream a while back, anyone remember a synopsis of them? Possibly a way to get me in contact with the man himself so I can ask? Would be good.
Any ETF2L/Ozf people who played this map, get your feedback in, I would really like to have RC1 be super polished.[/quote]
You could probably just add him on [url=http://steamcommunity.com/id/WARHURYEAH]steam,[/url] ask him about it on [url=https://www.twitch.tv/warhuryeah]stream[/url] (usually from 4pm-10pm and then 11pm-1am GMT), [url=https://twitter.com/warhuryeah]twitter[/url] and [url=https://discordapp.com/invite/pjJj6SE]discord[/url].
Also remember to go to twitch.tv/WARHURYEAH/subscribe
For those interested War went over the map on stream today.
https://www.twitch.tv/warhuryeah/v/105477353 @ 01:58:40
The vod gets muted at 02:32:00 although he'd said most of what he had wanted to say at that point.
For those interested War went over the map on stream today.
https://www.twitch.tv/warhuryeah/v/105477353 @ 01:58:40
The vod gets muted at 02:32:00 although he'd said most of what he had wanted to say at that point.
Remove forklift please :)
https://clips.twitch.tv/warhuryeah/LovelyPoultryFreakinStinkin