Amazing. Went looking for bugs, found only one. Door not solid for projectiles, it existed in rc4a too. A bit concerned about snipers in forward spawn but idk.
[img]https://i.imgur.com/PAFCg8L.jpg[/img]
https://clips.twitch.tv/NurturingBoringLettuceNinjaGrumpy
leftover ammobox
https://clips.twitch.tv/HealthyHungryCockroachWoofer
angle at spawn. mostly problematic for passive roamer/engi/heavy hold and respawners. Could move the doorway from this new flank back a bit and put the yellow barrels (at the vent in lobby) in front of it so a sniper can't snipe from there anymore. Or just move the other set of yellow barrels that's in the sightline to block it or put another prop next to it
https://i.imgur.com/6aEQ4QV.png fix1
https://i.imgur.com/wJbZ3A9.png fix2
https://clips.twitch.tv/ArbitraryGoodSandwichOSfrog
Angle(s) at mid from boxes. The biggest issue here is Toxic because there is a similar angle from the forward spawn.
Would need something like a see-through fence at toxic to cut off both the boxes and forward spawn angle without compromising visibility?
(Personally I'd recommend removing the boxes altogether because they don't serve that much purpose. Then you can block the sightline from forward spawn without having to adjust Toxic)
https://i.imgur.com/2MxuSXq.png fix1 (yet another toxic rework. fence near hp/ammo. I'd recommend putting the packs behind the fence so it favors pushing from 2nd to mid. Or split it into 2 small hp packs on each side so both sides can peak during stalemates)
https://i.imgur.com/507fSms.png fix2 (assuming boxes at cargo are gone)
https://i.imgur.com/enKXEeW.png remaining issue. Requires moving forward spawn to left or making platform less wide
leftover ammobox
https://clips.twitch.tv/HealthyHungryCockroachWoofer
angle at spawn. mostly problematic for passive roamer/engi/heavy hold and respawners. Could move the doorway from this new flank back a bit and put the yellow barrels (at the vent in lobby) in front of it so a sniper can't snipe from there anymore. Or just move the other set of yellow barrels that's in the sightline to block it or put another prop next to it
https://i.imgur.com/6aEQ4QV.png fix1
https://i.imgur.com/wJbZ3A9.png fix2
https://clips.twitch.tv/ArbitraryGoodSandwichOSfrog
Angle(s) at mid from boxes. The biggest issue here is Toxic because there is a similar angle from the forward spawn.
Would need something like a see-through fence at toxic to cut off both the boxes and forward spawn angle without compromising visibility?
(Personally I'd recommend removing the boxes altogether because they don't serve that much purpose. Then you can block the sightline from forward spawn without having to adjust Toxic)
https://i.imgur.com/2MxuSXq.png fix1 (yet another toxic rework. fence near hp/ammo. I'd recommend putting the packs behind the fence so it favors pushing from 2nd to mid. Or split it into 2 small hp packs on each side so both sides can peak during stalemates)
https://i.imgur.com/507fSms.png fix2 (assuming boxes at cargo are gone)
https://i.imgur.com/enKXEeW.png remaining issue. Requires moving forward spawn to left or making platform less wide
https://imgur.com/a/jXYNHDt
The map is leaking on both sides here, and if you step close to the window you can see mid.
Another thing is that while you switched the spawndoor models of all the forward spawns, you are still using the door with the two little "see-through" windows for last. That specific model can potentially be exploited by transparent viewmodel users (you can see through the entire door). I'd recommend just using the stock spawndoor model here as well to remove any possibility of exploits, though it's nothing really major.
Anyways, I love your map and I'm happy that ETF2L included it again for S35!
The map is leaking on both sides here, and if you step close to the window you can see mid.
Another thing is that while you switched the spawndoor models of all the forward spawns, you are still using the door with the two little "see-through" windows for last. That specific model can potentially be exploited by transparent viewmodel users (you can see through the entire door). I'd recommend just using the stock spawndoor model here as well to remove any possibility of exploits, though it's nothing really major.
Anyways, I love your map and I'm happy that ETF2L included it again for S35!
Forward spawn on mid definitely needs to be changed, you can see everything. It was much better on the ground.
The other changes seem cool though.
The other changes seem cool though.
Honestly, I would volunteer to fix these minor bugs if you'd like. (ofc I would NOT take creative liberty with anything at all) If interested: HMU up on steam, I'm already on your friends list!
EDIT: An idea for the mid forward spawn. Couldn't it be put in toxic? And decrease the spawn time by 1 second and people will arrive at approximately the same time, but this way snipers hiding won't be an issue at all!?
EDIT: An idea for the mid forward spawn. Couldn't it be put in toxic? And decrease the spawn time by 1 second and people will arrive at approximately the same time, but this way snipers hiding won't be an issue at all!?
Will patch things up probably this week, have been very busy through Jan and unable to do any map work. Can probably put the forward somewhere in toxic and mess with the respawn times by a second like Collaide's suggestion, see how that goes. Will update here in due time when I get things fixed up.
BEAST. Move the second forward spawn down into the wall directly below as well because you can see all of second from there as sniper
Will be compiling + releasing tomorrow.
Prelim list of changes:
- fixed collision bugs on greenhouses next to second + made stickies stick to it properly
- removed duplicate ammobox on mid
- moved around things a tad on upper-last to nullify sightline
- removed boxes on mid
- textured the nodraw in the bottom of toxic stairs
- moved forward on mid into toxic, slightly changed respawn value
- clipped off completely the area where the mid spawn used to be in rc5
- various other small things to fix odds and ends
Not going to change the spawn on second yet unless there are more people who agree that it should be moved down, as it will be a much larger job to reorganise that geometry + I'm not certain it's needed yet.
Let me know if anything else needs changing and I'll get it in the update for tomorrow.
Prelim list of changes:
- fixed collision bugs on greenhouses next to second + made stickies stick to it properly
- removed duplicate ammobox on mid
- moved around things a tad on upper-last to nullify sightline
- removed boxes on mid
- textured the nodraw in the bottom of toxic stairs
- moved forward on mid into toxic, slightly changed respawn value
- clipped off completely the area where the mid spawn used to be in rc5
- various other small things to fix odds and ends
Not going to change the spawn on second yet unless there are more people who agree that it should be moved down, as it will be a much larger job to reorganise that geometry + I'm not certain it's needed yet.
Let me know if anything else needs changing and I'll get it in the update for tomorrow.
There's a minor cosmetic issue on red 2nd forward spawn when the door opens:
https://i.imgur.com/mpnlbS7.png
Inside blue mid forward spawn there's a hole in the floor and wall that's only visible from some angles:
https://i.imgur.com/KUSOvYS.png
Standing on said hole:
https://i.imgur.com/sJXczOC.png
Not really important, but there are these little holes by the boxes in Cargo (I think it's called):
https://i.imgur.com/MzQ00rY.png
https://i.imgur.com/mpnlbS7.png
Inside blue mid forward spawn there's a hole in the floor and wall that's only visible from some angles:
https://i.imgur.com/KUSOvYS.png
Standing on said hole:
https://i.imgur.com/sJXczOC.png
Not really important, but there are these little holes by the boxes in Cargo (I think it's called):
https://i.imgur.com/MzQ00rY.png
cp_reckoner_rc6
The most major change is the movement of the forward spawn on mid into toxic and a subsequent minor one-unit decrease in respawn times. A quick fix can be applied later this week if any bugs are found—after that, might take a while.
Changelog:
- Added blockbullet to greenhouses next to second to fix collision bugs
- Removed duplicate ammobox on mid
- Adjusted yellow barrels on upper-last area and shortened doorway into said area by 8u to cover unruly sightline
- Removed boxes on mid, and shaped doors carefully in cargo to avoid sightline through said room
- Reduced size of flowerboxes where boxes were on mid
- Added blockbullets to windows near flowerboxes that could potentially eat splash
- Textured visible nodraw in bottom of toxic
- Moved forward-mid spawn into toxic on low ground
--- Clipped off area where said spawn used to be
- Decreased spawn times for forward-mid spawn slightly to accompany the movement back
- Fixed red forward spawn door on second clipping through brush above it when opening
- Textured nodraw behind boxes in cargo
- Changed window + table textures in a building near 2nd
https://tf2maps.net/attachments/20200219171457_1-jpg.118269/
[url=https://tf2maps.net/downloads/reckoner.974/download?version=22665]DOWNLOAD RC6[/url]
The most major change is the movement of the forward spawn on mid into toxic and a subsequent minor one-unit decrease in respawn times. A quick fix can be applied later this week if any bugs are found—after that, might take a while.
Changelog:
- Added blockbullet to greenhouses next to second to fix collision bugs
- Removed duplicate ammobox on mid
- Adjusted yellow barrels on upper-last area and shortened doorway into said area by 8u to cover unruly sightline
- Removed boxes on mid, and shaped doors carefully in cargo to avoid sightline through said room
- Reduced size of flowerboxes where boxes were on mid
- Added blockbullets to windows near flowerboxes that could potentially eat splash
- Textured visible nodraw in bottom of toxic
- Moved forward-mid spawn into toxic on low ground
--- Clipped off area where said spawn used to be
- Decreased spawn times for forward-mid spawn slightly to accompany the movement back
- Fixed red forward spawn door on second clipping through brush above it when opening
- Textured nodraw behind boxes in cargo
- Changed window + table textures in a building near 2nd
[img]https://tf2maps.net/attachments/20200219171457_1-jpg.118269/[/img]
From RC5 patch notes:
Phi- Last has been moved forward a bit.
---- Can still move spawns back if necessary, but it'll be a lot of work, so might have to happen at a later date
I'm assuming that with this you added an extension for the steep slope to push the last point forward, which is a fine idea to do in the end, but it's pretty frustrating for the most part that people can just capture the point from it as it's usually enough far away from stickybombs if placed in front of the point that they don't deal any damage for the players capturing the point from the back. I understand that pushing the glass walls can be a tedious work to do potentially so I hope that there is a workaround for the issue. What I mean by it is the orange area in the image here, blue is the complete capture area of the point.
https://i.imgur.com/uPAx83M.jpg
I wouldn't instantly say that pushing the last point back is the only answer here, but it is the easiest one to pull off I'd imagine. But I still feel like it's an unnecessary addition for the last point to be able to capture the point from a spot not directly marked to be of the point itself anymore with the yellow and black lines surrounding it, even on Process for example you can't simply capture the point just by being anywhere on the railings surrounding the point, hence why I find this to be an odd addition on the map.
[quote=Phi]
- Last has been moved forward a bit.
---- Can still move spawns back if necessary, but it'll be a lot of work, so might have to happen at a later date[/quote]
I'm assuming that with this you added an extension for the steep slope to push the last point forward, which is a fine idea to do in the end, but it's pretty frustrating for the most part that people can just capture the point from it as it's usually enough far away from stickybombs if placed in front of the point that they don't deal any damage for the players capturing the point from the back. I understand that pushing the glass walls can be a tedious work to do potentially so I hope that there is a workaround for the issue. What I mean by it is the orange area in the image here, blue is the complete capture area of the point.
[img]https://i.imgur.com/uPAx83M.jpg[/img]
I wouldn't instantly say that pushing the last point back is the only answer here, but it is the easiest one to pull off I'd imagine. But I still feel like it's an unnecessary addition for the last point to be able to capture the point from a spot not directly marked to be of the point itself anymore with the yellow and black lines surrounding it, even on Process for example you can't simply capture the point just by being anywhere on the railings surrounding the point, hence why I find this to be an odd addition on the map.
Hello, a little bit of a complicated question, but how does the skybox on this map work exactly ? Basically I've been trying to get lawena to replace it with a custom one, but failing every single time. Lawena skybox logic simply requires that the default skybox from the map be in lawena/skybox so that it knows what to replace upon launch, so I've decompiled and extracted the VMT and VTF skybox files from the rc6 version with bspzip and put them there. However, the default fuji skybox remains whenever I launch a demo on the map with lawena. Furthermore, whenever I try to launch other maps with the fuji skybox, it's completely fucked up. To be more precise, it looks as though the sides of the skybox were mixed up, since most of them are there but not in the right place it seems. I've noticed that there are only 11 skybox files in the bsp of the map for some reason, and the one that seems to be missing is the VTF one for the down face (sky_fujidn.vtf ; upon reviewing the skybox on the map itself, it looks like the bottom of the skybox is just a brown square). Could that be the reason why both the fuji skybox on any other map, and a custom skybox on reckoner itself don't work ? What can I do to fix it ? And also, how come the fuji skybox still loads fine on reckoner itself even though there's a missing file ? Thanks in advance
Just found a weird bug with slopes from lower to mid.
https://streamable.com/6oqcsa
https://streamable.com/ieblkh
First clip you can see me get stuck in the corner briefly, then snap into a position stuck in the slope. Second clip you can see me briefly get stuck while crouched then after get properly stuck.
Here's a shadow play of it happening in a scrim https://streamable.com/ghdi9s
https://streamable.com/6oqcsa
https://streamable.com/ieblkh
First clip you can see me get stuck in the corner briefly, then snap into a position stuck in the slope. Second clip you can see me briefly get stuck while crouched then after get properly stuck.
Here's a shadow play of it happening in a scrim https://streamable.com/ghdi9s
I should start this by saying I'm part of the group of players that actually likes reckoner
https://i.imgur.com/zSIdfoK.png
I don't think many are surprised, but Phi stopped mapping altogether.
She probably did quite a while ago. It was never a secret she'd become frustrated w mapping/the community.
I just hadn't seen anything official about it yet. Maybe that's been on her steam profile for like a year already. idk
Along with the request for others to not continue editing her maps, which I believe should be honoured, maybe it's time to retire reckoner from any future map pools.
The cap zone on last (a small oversight w big consequences) and this slope bug, a major issue, will not be fixed. If someone does make a fix (against Phi's wishes) I don't think it should be accepted in a league on principle
Also adding to this is ETF2L's recent map pool change with reckoner + clearcut being replaced by granary + product for the upcoming season. It simply is not popular enough in public opinion compared to its alternatives
Currently Sunshine has no major issues and I think it has become a generally accepted map. Phi does not seem to have any issues with her maps being played? So I see no reason to retire all of Phi's maps. Just Reckoner due to its current flaws not being fixed in the future
Obviously this decision lies with each league's admins. Idk if this is even worth discussing, but I just wanted to bring it up.
[img]https://i.imgur.com/zSIdfoK.png[/img]
I don't think many are surprised, but Phi stopped mapping altogether.
She probably did quite a while ago. It was never a secret she'd become frustrated w mapping/the community.
I just hadn't seen anything official about it yet. Maybe that's been on her steam profile for like a year already. idk
Along with the request for others to not continue editing her maps, which I believe should be honoured, maybe it's time to retire reckoner from any future map pools.
The cap zone on last (a small oversight w big consequences) and this slope bug, a major issue, will not be fixed. If someone does make a fix (against Phi's wishes) I don't think it should be accepted in a league on principle
Also adding to this is ETF2L's recent map pool change with reckoner + clearcut being replaced by granary + product for the upcoming season. It simply is not popular enough in public opinion compared to its alternatives
Currently Sunshine has no major issues and I think it has become a generally accepted map. Phi does not seem to have any issues with her maps being played? So I see no reason to retire all of Phi's maps. Just Reckoner due to its current flaws not being fixed in the future
Obviously this decision lies with each league's admins. Idk if this is even worth discussing, but I just wanted to bring it up.
seconding the post above me, would rather a 5cp map with an active dev or the triple koth dream be a reality than this buggy mess that a ton of teams dislike.