BumFreezewhat are you talking about?
all of those maps and artworks are owned and created by valve. this is a completely different situation lol
yes it totally is a different situation, because valve are too fucking lazy to create artworks to highlight the biggest plays ever made in tf2. I'll agree with you on that.
[quote=BumFreeze]
what are you talking about?
all of those maps and artworks are owned and created by valve. this is a completely different situation lol[/quote]
yes it totally is a different situation, because valve are too fucking lazy to create artworks to highlight the biggest plays ever made in tf2. I'll agree with you on that.
from all the shit valve has neglected you decide to soapbox about this?
from all the shit valve has neglected you decide to soapbox about this?
A small "pixel walk"/clip above red shutter on last. It's accessable via a rocket jump or maybe even a scout double boston basher jump
Pics
http://imgur.com/a/aTQyY
A small "pixel walk"/clip above red shutter on last. It's accessable via a rocket jump or maybe even a scout double boston basher jump
[b]Pics[/b]
[img]http://imgur.com/a/aTQyY[/img]
YrrIt's absolutely nothing to do with competitive, it's straight up just their rules on adding assets/contributors to previously accepted content.
Why would that even be a rule, though? Seems unlikely that there's no fine print in the workshop agreement that says "the shit you submit is ours after you submit it"
Otherwise it's just a dumb rule that they have no reason whatsoever to adhere to. Even if there is some legal reason it would take all of 30 seconds to send those content creators an email and get permission
[quote=Yrr]
It's absolutely nothing to do with competitive, it's straight up just their rules on adding assets/contributors to previously accepted content.[/quote]
Why would that even be a rule, though? Seems unlikely that there's no fine print in the workshop agreement that says "the shit you submit is ours after you submit it"
Otherwise it's just a dumb rule that they have no reason whatsoever to adhere to. Even if there is some legal reason it would take all of 30 seconds to send those content creators an email and get permission
MenachemWhy would that even be a rule, though? Seems unlikely that there's no fine print in the workshop agreement that says "the shit you submit is ours after you submit it"
Otherwise it's just a dumb rule that they have no reason whatsoever to adhere to. Even if there is some legal reason it would take all of 30 seconds to send those content creators an email and get permission
I mean when they buy the map to put it into the actual game they very much do own it, that's how that works.
I assume the rule is there to stop people going "oh btw now that my map is in the game this texture/model/whatever my friend made is vitally important to the map can you give out some money to them and put it in the game?"
I'm not defending the rule or anything here, just saying what I know from talking to people with maps in the game.
[quote=Menachem]Why would that even be a rule, though? Seems unlikely that there's no fine print in the workshop agreement that says "the shit you submit is ours after you submit it"
Otherwise it's just a dumb rule that they have no reason whatsoever to adhere to. Even if there is some legal reason it would take all of 30 seconds to send those content creators an email and get permission[/quote]
I mean when they buy the map to put it into the actual game they very much do own it, that's how that works.
I assume the rule is there to stop people going "oh btw now that my map is in the game this texture/model/whatever my friend made is vitally important to the map can you give out some money to them and put it in the game?"
I'm not defending the rule or anything here, just saying what I know from talking to people with maps in the game.
YrrMenachemWhy would that even be a rule, though? Seems unlikely that there's no fine print in the workshop agreement that says "the shit you submit is ours after you submit it"
Otherwise it's just a dumb rule that they have no reason whatsoever to adhere to. Even if there is some legal reason it would take all of 30 seconds to send those content creators an email and get permission
I mean when they buy the map to put it into the actual game they very much do own it, that's how that works.
I assume the rule is there to stop people going "oh btw now that my map is in the game this texture/model/whatever my friend made is vitally important to the map can you give out some money to them and put it in the game?"
I'm not defending the rule or anything here, just saying what I know from talking to people with maps in the game.
Do they actually pay money to mapmakers?
Even if they do, how hard can it be to say no?
[quote=Yrr][quote=Menachem]Why would that even be a rule, though? Seems unlikely that there's no fine print in the workshop agreement that says "the shit you submit is ours after you submit it"
Otherwise it's just a dumb rule that they have no reason whatsoever to adhere to. Even if there is some legal reason it would take all of 30 seconds to send those content creators an email and get permission[/quote]
I mean when they buy the map to put it into the actual game they very much do own it, that's how that works.
I assume the rule is there to stop people going "oh btw now that my map is in the game this texture/model/whatever my friend made is vitally important to the map can you give out some money to them and put it in the game?"
I'm not defending the rule or anything here, just saying what I know from talking to people with maps in the game.[/quote]
Do they actually pay money to mapmakers?
Even if they do, how hard can it be to say no?
they could say no and actually look into the situation to see if theres any legal issues but valve is as hands off as they come with their community
they could say no and actually look into the situation to see if theres any legal issues but valve is as hands off as they come with their community
The collision mesh (i think thats the name) in this ancient sticky trap spot in last cp is missing in final1
http://images.akamai.steamusercontent.com/ugc/81468256381378817/60EFD58F20739F917BB4C22127176A8D9C525AF2/
The collision mesh (i think thats the name) in this ancient sticky trap spot in last cp is missing in final1
[img]http://images.akamai.steamusercontent.com/ugc/81468256381378817/60EFD58F20739F917BB4C22127176A8D9C525AF2/ [/img]
The crates in RED Spawn are inside each other.
http://i.imgur.com/hiRbyLM.jpg
The crates in RED Spawn are inside each other.
[img]http://i.imgur.com/hiRbyLM.jpg[/img]
btw download links are broken for u14
btw download links are broken for u14
barefoot_banditbtw download links are broken for u14
http://fakkelbrigade.eu/maps/cp_snakewater_u14.bsp
[quote=barefoot_bandit]btw download links are broken for u14[/quote]
http://fakkelbrigade.eu/maps/cp_snakewater_u14.bsp
Hi guys
JackyLegs convinced me to do another bug fixing run, so here we go. Not looking to do any gameplay changes, just fixing some stuff that's been irking me. Let me know if you've found any clipping issues or visual bugs.
Cheers,
chojje
Hi guys
JackyLegs convinced me to do another bug fixing run, so here we go. Not looking to do any gameplay changes, just fixing some stuff that's been irking me. Let me know if you've found any clipping issues or visual bugs.
Cheers,
chojje
wooden beams in kitchen are breeding grounds for splash bugs
if you can make them flush with the walls or remove them all-together that would be great
wooden beams in kitchen are breeding grounds for splash bugs
if you can make them flush with the walls or remove them all-together that would be great
riotbzwooden beams in kitchen are breeding grounds for splash bugs
if you can make them flush with the walls or remove them all-together that would be great
Are you sure about this? In theory this kind of bugs should've been fixed in the previous bughunt run.
Disregard this, map is a mess
[quote=riotbz]wooden beams in kitchen are breeding grounds for splash bugs
if you can make them flush with the walls or remove them all-together that would be great[/quote]
[s]Are you sure about this? In theory this kind of bugs should've been fixed in the previous bughunt run.[/s]
Disregard this, map is a mess
yea the wooden beams on walls eat rockets, would love if they disappeared :D
yea the wooden beams on walls eat rockets, would love if they disappeared :D
Would like a invisible func_detail on those walls at the beam lvl so they don't eat rockets. That or illusionary the beams and have playerclip there.
There also overhangs on several places like the little sheds on mid that u can bonk ur head on if u try to surf something
Would like a invisible func_detail on those walls at the beam lvl so they don't eat rockets. That or illusionary the beams and have playerclip there.
There also overhangs on several places like the little sheds on mid that u can bonk ur head on if u try to surf something
cinnot sure how feasible it is to fix these issues or if it's even worth it but i have seen laz wallbug above the 2 boxes in 2nd yard and also above the top right (from spawn) entrance to last
From what I remember Wallbug is an engine issue that it's tough to deal with with a given map geometry, but if somebody has more information I'm happy to have a gander.
[quote=cin]not sure how feasible it is to fix these issues or if it's even worth it but i have seen laz wallbug above the 2 boxes in 2nd yard and also above the top right (from spawn) entrance to last[/quote]
From what I remember Wallbug is an engine issue that it's tough to deal with with a given map geometry, but if somebody has more information I'm happy to have a gander.
chojjecinnot sure how feasible it is to fix these issues or if it's even worth it but i have seen laz wallbug above the 2 boxes in 2nd yard and also above the top right (from spawn) entrance to last
From what I remember Wallbug is an engine issue that it's tough to deal with with a given map geometry, but if somebody has more information I'm happy to have a gander.
Happens mainly on slanted walls and in places where 2 brushes meet. U can alleviate the latter by putting a playerclip exactly where the wall is, which doesn't effect any gameplay stuff other than remove the wallbug. The former is hard to fix, and not possible to fix entirely.
Also there are wallbugs that can happen at specific coordinates on the grid. In that case u can just move the entire map over a bit. Oh and happens on func_brush entities but I don't see the use of that in a comp map
I can take a more in depth look tonight for that sort of stuff
[quote=chojje][quote=cin]not sure how feasible it is to fix these issues or if it's even worth it but i have seen laz wallbug above the 2 boxes in 2nd yard and also above the top right (from spawn) entrance to last[/quote]
From what I remember Wallbug is an engine issue that it's tough to deal with with a given map geometry, but if somebody has more information I'm happy to have a gander.[/quote]
Happens mainly on slanted walls and in places where 2 brushes meet. U can alleviate the latter by putting a playerclip exactly where the wall is, which doesn't effect any gameplay stuff other than remove the wallbug. The former is hard to fix, and not possible to fix entirely.
Also there are wallbugs that can happen at specific coordinates on the grid. In that case u can just move the entire map over a bit. Oh and happens on func_brush entities but I don't see the use of that in a comp map
I can take a more in depth look tonight for that sort of stuff
pls dont fix my strats :]
Show Content
but if you REALLY want to all you'd have to do is get rid of all non-orthogonal clip brushes. from my experience almost any brush that is rotated an angle of not a multiple of 90 degrees can be wallbugged on. snake seems to have the most abuse-able ones out of the 6s maps (back of yard, above bridge on second, above catwalk on mid, above saw on mid, top right and top left at last off of the top of my head). clip brushes should be easy to deal with, as for actual walls that are angled in the map, i'm not sure how you'd fix this other than redesigning portions of the map itself (but then again the only actual angled wall that can be abused is top left at last if i remember correctly)
EDIT: possible wallbug fix below (IGNORE IT IS VERY INCONSISTENT):
Show Content
disclaimer: im not super knowledgeable about mapping or how the engine works so feel free to tell me why this is a bad idea
it seems like any brush that is tied to a func_brush entity resists wallbugs. i dont necessarily know what func_brush is intended for, but it looks like, for all intents and purposes (and with the default settings), it functions as a wall. what's even better is that if you tie a clip brush to the func_brush entity, it seems to resist wallbugs as well. i made a little video to show what i mean:
https://www.youtube.com/watch?v=-ociy8T7nEs
if ur a source/hammer/jumping god lmk what u think. i feel like all of the oddly-angled walls and clip brushes in every sixes map can be fixed this way.
pls dont fix my strats :]
[spoiler]
but if you REALLY want to all you'd have to do is get rid of all non-orthogonal clip brushes. from my experience almost any brush that is rotated an angle of not a multiple of 90 degrees can be wallbugged on. snake seems to have the most abuse-able ones out of the 6s maps (back of yard, above bridge on second, above catwalk on mid, above saw on mid, top right and top left at last off of the top of my head). clip brushes should be easy to deal with, as for actual walls that are angled in the map, i'm not sure how you'd fix this other than redesigning portions of the map itself (but then again the only actual angled wall that can be abused is top left at last if i remember correctly)
[/spoiler]
EDIT: possible wallbug fix below (IGNORE IT IS VERY INCONSISTENT):
[spoiler]
disclaimer: im not super knowledgeable about mapping or how the engine works so feel free to tell me why this is a bad idea
it seems like any brush that is tied to a func_brush entity resists wallbugs. i dont necessarily know what func_brush is intended for, but it looks like, for all intents and purposes (and with the default settings), it functions as a wall. what's even better is that if you tie a clip brush to the func_brush entity, it seems to resist wallbugs as well. i made a little video to show what i mean:
[youtube]https://www.youtube.com/watch?v=-ociy8T7nEs[/youtube]
if ur a source/hammer/jumping god lmk what u think. i feel like all of the oddly-angled walls and clip brushes in every sixes map can be fixed this way.
[/spoiler]
is the map ever going to get updated officially in game?
is the map ever going to get updated officially in game?
Not sure about the wallbugs currently being used but i went around and found these:
Show Content
These screenshots are all of me during the wallbug, and i got to those locations with just rocket jumps (these are doable in game)
Also i feel like you should extend this to the white beam as it's hard to cut this corner sharply. Only reason i say is that that's the wall used for fast rollouts (shadowburn's).
Show Content
lazEDIT: possible wallbug fix below:
Show Content
disclaimer: im not super knowledgeable about mapping or how the engine works so feel free to tell me why this is a bad idea
it seems like any brush that is tied to a func_brush entity resists wallbugs. i dont necessarily know what func_brush is intended for, but it looks like, for all intents and purposes (and with the default settings), it functions as a wall. what's even better is that if you tie a clip brush to the func_brush entity, it seems to resist wallbugs as well. i made a little video to show what i mean:
https://www.youtube.com/watch?v=-ociy8T7nEs
if ur a source/hammer/jumping god lmk what u think. i feel like all of the oddly-angled walls and clip brushes in every sixes map can be fixed this way.
this is really interesting. func_brushes are mainly used in jump maps to make walls where stickies bounce off, but arent used for that anymore since they are really buggy (caused A LOT of wallbugs). Perhaps them being at an angle fixes that and makes them even better than world brushes/func_detail? They would have to be on playerclip though, else stickies will just bounce off the wall.
I know jump_carrot does this and the walls are more difficult to wallbug on than others, but u can still wallbug some. Maybe it's at specific angles? Confusing
Not sure about the wallbugs currently being used but i went around and found these:
[spoiler]
[img]https://steamuserimages-a.akamaihd.net/ugc/964223454734393708/E91F1960F09B7C39ACBFCFFFCED3AFB8B37A69AA/[/img]
[img]https://steamuserimages-a.akamaihd.net/ugc/964223454734393894/4366B6AFED9EDA4B25857A62DC862A31EE23AD0D/[/img]
[img]https://steamuserimages-a.akamaihd.net/ugc/964223454734395273/9132F76968BBD5E6F008F5FE2C2801057560E10E/[/img]
[img]https://steamuserimages-a.akamaihd.net/ugc/964223454734395163/C0EC2683FD4B571B7DDDD2E5FC8C58061EDE1D78/[/img]
[img]https://steamuserimages-a.akamaihd.net/ugc/964223454734394648/2EA8140C0095938F64DA435F9432179D8A65817E/[/img]
[img]https://steamuserimages-a.akamaihd.net/ugc/964223454734394559/A1C15F74CE738AEDDFADE04F1E11EBC366611339/[/img]
[img]https://steamuserimages-a.akamaihd.net/ugc/964223454734396344/5BF8EAE82FDA427CD7B5B873F1A3B9416C13DB21/[/img]
[img]https://steamuserimages-a.akamaihd.net/ugc/964223454734396253/4ABC58BCDE2EBECCBA27FCABF90E3BEB484A362A/[/img]
[img]https://steamuserimages-a.akamaihd.net/ugc/964223454734395849/D35A64E1576C82156B4C4BDB371511928501901D/[/img]
[img]https://steamuserimages-a.akamaihd.net/ugc/964223454734395766/DB164D8C272A418A9D798CAB51B7C134D380B1E7/[/img]
[/spoiler]
These screenshots are all of me during the wallbug, and i got to those locations with just rocket jumps (these are doable in game)
Also i feel like you should extend this to the white beam as it's hard to cut this corner sharply. Only reason i say is that that's the wall used for fast rollouts (shadowburn's).
[spoiler][img]https://steamuserimages-a.akamaihd.net/ugc/964223454734396628/5ABF733AB14298DDF4E14EB3A57D123F0AA567E4/[/img][/spoiler]
[quote=laz]
EDIT: possible wallbug fix below:
[spoiler]
disclaimer: im not super knowledgeable about mapping or how the engine works so feel free to tell me why this is a bad idea
it seems like any brush that is tied to a func_brush entity resists wallbugs. i dont necessarily know what func_brush is intended for, but it looks like, for all intents and purposes (and with the default settings), it functions as a wall. what's even better is that if you tie a clip brush to the func_brush entity, it seems to resist wallbugs as well. i made a little video to show what i mean:
[youtube]https://www.youtube.com/watch?v=-ociy8T7nEs[/youtube]
if ur a source/hammer/jumping god lmk what u think. i feel like all of the oddly-angled walls and clip brushes in every sixes map can be fixed this way.
[/spoiler][/quote]
this is really interesting. func_brushes are mainly used in jump maps to make walls where stickies bounce off, but arent used for that anymore since they are really buggy (caused A LOT of wallbugs). Perhaps them being at an angle fixes that and makes them even better than world brushes/func_detail? They would have to be on playerclip though, else stickies will just bounce off the wall.
I know jump_carrot does this and the walls are more difficult to wallbug on than others, but u can still wallbug some. Maybe it's at specific angles? Confusing
Hellbentthis is really interesting. func_brushes are mainly used in jump maps to make walls where stickies bounce off, but arent used for that anymore since they are really buggy (caused A LOT of wallbugs). Perhaps them being at an angle fixes that and makes them even better than world brushes/func_detail? They would have to be on playerclip though, else stickies will just bounce off the wall.
I know jump_carrot does this and the walls are more difficult to wallbug on than others, but u can still wallbug some. Maybe it's at specific angles? Confusing
i was curious so i did a bunch of tests and basically nothing about it makes sense. i copied a bunch of 45° func_brush walls and placed them everywhere and about 3 out of over 20 prevented wallbugs consistently, while the others were just as buggy as a normal wall. variations in angle and position seem to just have a randomizer effect with a small chance that it'll work and a big chance that it wont. best case scenario is that someone could try putting their func_brush player clip in their map, and move it around in small increments of position/angle until it stops wallbugs, but that seems extremely tedious and far-fetched.
tl;dr dont bother with all of this stuff, making as many of the player clip brushes on snake (and other maps if any other mapmakers are reading this) orthogonal as possible will prevent exploitation in 95% of cases
[quote=Hellbent]this is really interesting. func_brushes are mainly used in jump maps to make walls where stickies bounce off, but arent used for that anymore since they are really buggy (caused A LOT of wallbugs). Perhaps them being at an angle fixes that and makes them even better than world brushes/func_detail? They would have to be on playerclip though, else stickies will just bounce off the wall.
I know jump_carrot does this and the walls are more difficult to wallbug on than others, but u can still wallbug some. Maybe it's at specific angles? Confusing[/quote]
i was curious so i did a bunch of tests and basically nothing about it makes sense. i copied a bunch of 45° func_brush walls and placed them everywhere and about 3 out of over 20 prevented wallbugs consistently, while the others were just as buggy as a normal wall. variations in angle and position seem to just have a randomizer effect with a small chance that it'll work and a big chance that it wont. best case scenario is that someone could try putting their func_brush player clip in their map, and move it around in small increments of position/angle until it stops wallbugs, but that seems extremely tedious and far-fetched.
tl;dr dont bother with all of this stuff, making as many of the player clip brushes on snake (and other maps if any other mapmakers are reading this) orthogonal as possible will prevent exploitation in 95% of cases
I have absolutely nothing constructive about updating snakewater to add, I just wanna say shoutout for chojje for maybe being the most open to criticism map maker of all time
I have absolutely nothing constructive about updating snakewater to add, I just wanna say shoutout for chojje for maybe being the most open to criticism map maker of all time
add some no bullet clip or something on these FUCKING overhangs on the roofs on mid
[youtube]https://www.youtube.com/watch?v=_sbpK3UNRls[/youtube]
[youtube]https://www.youtube.com/watch?v=nzgrrHgc55c[/youtube]
Something thing that myself and Wiethoofd have noticed is that when time is added to the round timer, it always shows a green "+0:01" instead of the actual added time.
Something thing that myself and Wiethoofd have noticed is that when time is added to the round timer, it always shows a green "+0:01" instead of the actual added time.
idk how nitpicky you want, but I got a load of nitpicky stuff.
With basically all the stair models, either their collision goes slightly above the ground they top out at:
Show Content
or they have a first step before the slope:
Show Content
Both of these mean that if you jump at just the wrong time, all your horizontal momentum gets eaten; I'm not sure about the second one since I've seen it used by Valve though.
As for visual stuff:
Show Content
idk how nitpicky you want, but I got a load of nitpicky stuff.
With basically all the stair models, either their collision goes slightly above the ground they top out at:
[spoiler]
https://steamuserimages-a.akamaihd.net/ugc/957468444749750297/82CB458177A181B08132F7FDD8C4529405C4A5EB/
https://steamuserimages-a.akamaihd.net/ugc/957468444749750941/2F3CB1EBFEAB0F0AE459077A76852FB034297862/
https://steamuserimages-a.akamaihd.net/ugc/957468444749751496/3D612ECC880CABCB389B4F7EF48325834E0B8107/
https://steamuserimages-a.akamaihd.net/ugc/957468444749758513/741BFE3C93DA7D378D86F33F364995FC91AC5B11/
https://steamuserimages-a.akamaihd.net/ugc/957468444749757780/D1A7FBB948EB2C21349A3463C98C63387C885443/
[/spoiler]
or they have a first step before the slope:
[spoiler]
https://steamuserimages-a.akamaihd.net/ugc/957468444749760497/29F287F09C0E15CF5366431E70386D6604AB1CAE/
https://steamuserimages-a.akamaihd.net/ugc/957468444749761887/0F9AE7FF33E7F4010C7CBEA0156EA143E2F60AB7/
https://steamuserimages-a.akamaihd.net/ugc/957468444749762582/B35CC30B7B7AB81AA9076E4E387984212738DBE1/
https://steamuserimages-a.akamaihd.net/ugc/957468444749763128/8F70A29A04900760D4A83CB27E40665C1267F133/
[/spoiler]
Both of these mean that if you jump at just the wrong time, all your horizontal momentum gets eaten; I'm not sure about the second one since I've seen it used by Valve though.
As for visual stuff:
[spoiler]
These overlays overlap instead of being [url=https://developer.valvesoftware.com/wiki/Hammer_Overlay_Tool#Connecting_overlays]connected[/url]
https://steamuserimages-a.akamaihd.net/ugc/957468444749753737/422E3F4F3E7BF7454B05994E63C685B758EB068A/
Fence doesn't connect
https://steamuserimages-a.akamaihd.net/ugc/957468444749754357/DA32A84FAA49BD5BD473CEED5434AFCEE9328C1D/
Example of detail sprites poking through; this happens in quite a few places where displacements are used, though it's mostly noticeable on last
https://steamuserimages-a.akamaihd.net/ugc/957468444749755023/1FB1194C1C4DA6BC64BBD1B48D30A2E33F8C6AF7/
This sign has a dark shadow under it whereas on blue's side it looks fine
https://steamuserimages-a.akamaihd.net/ugc/957468444749755735/7DB8CF7A93D812EEB944189F53869CA2E2495085/
z-fighting in this corner
https://steamuserimages-a.akamaihd.net/ugc/957468444749756721/B733C748AFFCED225E16CDB172B2AAEADA587FF2/
https://steamuserimages-a.akamaihd.net/ugc/957468444749757328/94C220F1A5048A2F93EE3A4B39DA290889A97512/
I'm really not feeling the way the wood and displacement meets, feels like the displacement should cover everything to the right of the support beam
https://steamuserimages-a.akamaihd.net/ugc/957468444749759290/2512FFC19E08DFB13C63613EAB126B697B4E34F3/
Alignment of these textures could be a lot neater; intersection means the trim doesn't go all the way, lower texture looks like it should be shifted to the left a little, and the upper texture could have its scale reduced to fit its inner trim
https://steamuserimages-a.akamaihd.net/ugc/957468444749759768/18E867334A7562517429DB50083129D78A6E5466/
[/spoiler]
RedDaggeridk how nitpicky you want, but I got a load of nitpicky stuff.
Love nitpicky
catman1900is the map ever going to get updated officially in game?
Seems to be possible!
Gonna work on this in the weekend so look forward to _u16 on Sunday.
mustardoverlordI have absolutely nothing constructive about updating snakewater to add, I just wanna say shoutout for chojje for maybe being the most open to criticism map maker of all time
Really warms my heart :) But no map maker can be open to criticism if there is none to begin with. Again, huge thanks to everyone contributing to fix bugs and polish this old beast!
[quote=RedDagger]idk how nitpicky you want, but I got a load of nitpicky stuff. [/quote]
Love nitpicky
[quote=catman1900]is the map ever going to get updated officially in game?[/quote]
Seems to be possible!
Gonna work on this in the weekend so look forward to _u16 on Sunday.
[quote=mustardoverlord]I have absolutely nothing constructive about updating snakewater to add, I just wanna say shoutout for chojje for maybe being the most open to criticism map maker of all time[/quote]
Really warms my heart :) But no map maker can be open to criticism if there is none to begin with. Again, huge thanks to everyone contributing to fix bugs and polish this old beast!
You might already know about some of these but this is what I noticed from looking around:
https://i.imgur.com/EUBx8Gt.jpg
Clipping here is unnecessarily bad as it currently means you can't jump when standing in the furthest corner, even though there is sufficient space between the wall and wooden platform to allow the player to jump
https://i.imgur.com/m4r3D2C.jpg
You can see through the vertical section of the pipe if you view the inside of it from above
https://i.imgur.com/YJaWDSO.jpg
Light leaks through the edge of the bridge, might be fixed with a higher lightmap resolution on those faces
https://i.imgur.com/3LmzmEJ.jpg
Rockets can pass through gaps in this fence and it might be preferable to have rockets explode when they enter the gaps instead
https://i.imgur.com/sXMFkSE.jpg
The texture outlined in red should be shifted horizontally so that the joining bit does not occur on this short face
https://i.imgur.com/yj6SgnY.jpg
The thin face shown here is completely black but should probably look like the face shown in the image below:
https://i.imgur.com/8F6xOyR.jpg
You might already know about some of these but this is what I noticed from looking around:
[img]https://i.imgur.com/EUBx8Gt.jpg[/img]Clipping here is unnecessarily bad as it currently means you can't jump when standing in the furthest corner, even though there is sufficient space between the wall and wooden platform to allow the player to jump
[img]https://i.imgur.com/m4r3D2C.jpg[/img]You can see through the vertical section of the pipe if you view the inside of it from above
[img]https://i.imgur.com/YJaWDSO.jpg[/img]Light leaks through the edge of the bridge, might be fixed with a higher lightmap resolution on those faces
[img]https://i.imgur.com/3LmzmEJ.jpg[/img]Rockets can pass through gaps in this fence and it might be preferable to have rockets explode when they enter the gaps instead
[img]https://i.imgur.com/sXMFkSE.jpg[/img]The texture outlined in red should be shifted horizontally so that the joining bit does not occur on this short face
[img]https://i.imgur.com/yj6SgnY.jpg[/img]The thin face shown here is completely black but should probably look like the face shown in the image below:
[img]https://i.imgur.com/8F6xOyR.jpg[/img]
https://imgur.com/a/YOWa99R
https://i.imgur.com/n08mTug.jpg