Upvote Upvoted 79 Downvote Downvoted
1 2 3
fixing badlands
61
#61
refresh.tf
4 Frags +

Also, strawpoll on what to do with roof in last: http://www.strawpoll.me/12961714

EDIT:
Also, updated notes:
cp_badlands -> cp_prolands_b1

AMMO/HEALTH CHANGES:
-Changed haunter ammokits to from small to medium
-Added small ammokit on balcony
-Removed small ammokit in top lobby.
-Changed the other small ammokit in top lobby to medium. (Small ammo is 20%, 20+20=40, medium ammo is 50%, so this is technically an increase in ammo)
-Added a medium ammo kit right below the bridge on mid. I didn’t want to change the ammokits above to medium because that would give engies too much metal.

SMOOTHING/FIXING SPLASH:
-Added proper blockbullets in choke (you can now do the ramp slide) & stonebridge.
-Made trains nonsolid and created proper blockbullets.
-Removed the hole between planks on spire, blockbulleted the fence and made it nonsolid. Plank is slightly resized.
-Properly blockbulleted boxes on balcony
-Blockbulleted inside the shithouse.
-Blockbulleted the floor which dips down slightly on last point.
-Blockbulleted the main bridge on mid.
-Blockbulleted the bottom parts of exterior house walls, so they eat fewer rockets.
-Blockbulleted the floor behind last point.
-Clipped away a spot on the spire you could stand on thin air.
-Mirrored clipping on a fence you could stand on in a chokepoint
-Mirrored clipping in house, as well as clipped the roof. As a consequence you can no longer stand on top of the bullskull.
-Smoothed out clipping and moving around in choke.
-Fences in lobby and last are now nonsolid but clipped.
-Adjusted clipping above launch pad slightly.
-Lamps and metal beams in lobby, shithouse and house are now nonsolid, except for the lamp above last point. The lamp commonly used for backcaps in lobby is not a hiding spot anymore. However, I added a more obvious to the eye, spot you can stand on, which is easier for the defending team to check.
-Smoothed wooden bridge on mid slightly.
-Removed the huge shit attached to the resup house & above haunter. Should make rocket jumping off the wall easier.
-Making the leaves of rooves nonsolid, in order to allow rocket jumps.
-Removed the attached piece of house above diagonal.
-Changed a barrel model next to stonebridge - Also mirrored this
-Removed metal near stonebridge/haunter.
-Explosions don’t get eaten by the crates on the trains anymore. I tried to visualize this.
-Patched up roof on last and lobby to make it more smooth gameplay wise. If anyone wants the vents and shit completely removed instead, I can easily arrange this as well.

GAMEPLAY CHANGES:
-Removed hiding spot behind the fence on balcony, due to it only being clearable from dropdown.
-Buffed a hiding spot outside of balcony, which is considerably more difficult to use than the one removed.
-Added a tire to balcony, behind the fence. You can now jump to spire as scout without using the winger or the boston basher. Not a huge change but it may improve accessibility to the spire ever so slightly.
-Didn’t make skybox bigger, but removed wierd clipping in the ceiling that restricted vertical player movement.
-

PaulsenI can't remember what map version of "pro" badlands I saw it in, but someone had edited the left side of batts (from the defenders perspective) by removing the left wall of the corridor that leads to spire.I.e. the moment you walk from upper lobby to left batts, you could fall down to trash without having to walk towards the opening in the direction of spire. http://files.gamebanana.com/img/ss/maps/51b1fd5c2222f.jpg

I made this change, in a slightly different way.
-Removed tiny metal railings at floor level on balcony, next to the crates.
-The hiding spot in house, is now changed, but visual clues make it consistent with how the rest of the interior looks.

GAME LOGIC:
-Decreased spire cap time from 8 to 7 seconds
-The team attacking spire on other side if the map now has 3 seconds longer respawn than they used to. The opposite team has 2 seconds shorter respawn time. This makes their respawn timers equal, at -2.

Also, strawpoll on what to do with roof in last: http://www.strawpoll.me/12961714

EDIT:
Also, updated notes:
cp_badlands -> cp_prolands_b1

AMMO/HEALTH CHANGES:
-Changed haunter ammokits to from small to medium
-Added small ammokit on balcony
-Removed small ammokit in top lobby.
-Changed the other small ammokit in top lobby to medium. (Small ammo is 20%, 20+20=40, medium ammo is 50%, so this is technically an increase in ammo)
-Added a medium ammo kit right below the bridge on mid. I didn’t want to change the ammokits above to medium because that would give engies too much metal.

SMOOTHING/FIXING SPLASH:
-Added proper blockbullets in choke (you can now do the ramp slide) & stonebridge.
-Made trains nonsolid and created proper blockbullets.
-Removed the hole between planks on spire, blockbulleted the fence and made it nonsolid. Plank is slightly resized.
-Properly blockbulleted boxes on balcony
-Blockbulleted inside the shithouse.
-Blockbulleted the floor which dips down slightly on last point.
-Blockbulleted the main bridge on mid.
-Blockbulleted the bottom parts of exterior house walls, so they eat fewer rockets.
-Blockbulleted the floor behind last point.
-Clipped away a spot on the spire you could stand on thin air.
-Mirrored clipping on a fence you could stand on in a chokepoint
-Mirrored clipping in house, as well as clipped the roof. As a consequence you can no longer stand on top of the bullskull.
-Smoothed out clipping and moving around in choke.
-Fences in lobby and last are now nonsolid but clipped.
-Adjusted clipping above launch pad slightly.
-Lamps and metal beams in lobby, shithouse and house are now nonsolid, except for the lamp above last point. The lamp commonly used for backcaps in lobby is not a hiding spot anymore. However, I added a more obvious to the eye, spot you can stand on, which is easier for the defending team to check.
-Smoothed wooden bridge on mid slightly.
-Removed the huge shit attached to the resup house & above haunter. Should make rocket jumping off the wall easier.
-Making the leaves of rooves nonsolid, in order to allow rocket jumps.
-Removed the attached piece of house above diagonal.
-Changed a barrel model next to stonebridge - Also mirrored this
-Removed metal near stonebridge/haunter.
-Explosions don’t get eaten by the crates on the trains anymore. I tried to visualize this.
-Patched up roof on last and lobby to make it more smooth gameplay wise. If anyone wants the vents and shit completely removed instead, I can easily arrange this as well.

GAMEPLAY CHANGES:
-Removed hiding spot behind the fence on balcony, due to it only being clearable from dropdown.
-Buffed a hiding spot outside of balcony, which is considerably more difficult to use than the one removed.
-Added a tire to balcony, behind the fence. You can now jump to spire as scout without using the winger or the boston basher. Not a huge change but it may improve accessibility to the spire ever so slightly.
-Didn’t make skybox bigger, but removed wierd clipping in the ceiling that restricted vertical player movement.
-[quote=Paulsen]I can't remember what map version of "pro" badlands I saw it in, but someone had edited the left side of batts (from the defenders perspective) by removing the left wall of the corridor that leads to spire.I.e. the moment you walk from upper lobby to left batts, you could fall down to trash without having to walk towards the opening in the direction of spire. [img]http://files.gamebanana.com/img/ss/maps/51b1fd5c2222f.jpg [/img][/quote] I made this change, in a slightly different way.
-Removed tiny metal railings at floor level on balcony, next to the crates.
-The hiding spot in house, is now changed, but visual clues make it consistent with how the rest of the interior looks.

GAME LOGIC:
-Decreased spire cap time from 8 to 7 seconds
-The team attacking spire on other side if the map now has 3 seconds longer respawn than they used to. The opposite team has 2 seconds shorter respawn time. This makes their respawn timers equal, at -2.
62
#62
0 Frags +
Collaide EDIT:

However, I added a more obvious to the eye spot you can stand on, which is easier for the defending team to check.

Where exactly would that spot be ?
I guess you could wait for the strawpool results and the changes that it involves to do a first release of it.

EDIT: nvmd, just saw your other post -> http://www.teamfortress.tv/41308/cp-prolands

[quote=Collaide] EDIT:

However, I added [u][b]a more obvious to the eye spot[/b][/u] you can stand on, which is easier for the defending team to check.
[/quote]

Where exactly would that spot be ?
I guess you could wait for the strawpool results and the changes that it involves to do a first release of it.

EDIT: nvmd, just saw your other post -> http://www.teamfortress.tv/41308/cp-prolands
Please sign in through STEAM to post a comment.