Just some unorganized feedback..
- As of a2 there is no freeze time in spawn. Is this intentional?
- A sniper on this flank can peak all three pushing routes out of lobby to second:
https://imgur.com/a/Pq01eLk
- I would say that the lobby, when combined with last, makes for just too much to cover for a team of only 6 players. I think it will be a bit too hard to push out of last for instance, since the lobby and the last combined have way too much playable space, and it's loosely connected so you can't really clear it in an easy way either. For instance, the "secret/sneaky" area on last, as well as the vent, i don't really think is needed and just adds more stuff to check etc. Alternatively those things could be kept and lobby could be just made a lot a lot shorter.
- I think this is how people should make maps if they are looking to create indoor playing areas. It doesn't feel like there are many places where there is lack of room for manouverability etc.
- Personally I prefer when there's at least one medium kit on the mid area itself (i know there are kits are rn), since I think it discourages going back and getting health instead of staying in and fighting.
- The prop doors that you have chosen, especially the flank entrances to mid (not the lower one), are really small and I think they are limiting to gameplay. I think more maps in general should be concerned about having good areas to push with uber-ad. (You can also set up holds on top of mid point where your soldiers can essentially spam/bomb every doorway. I think if you made one of them bigger it would help uber-ad pushes into mid).
- I would also like you to try having the main pushing route between mid and 2nd be more "open", so that soldiers can do a full rocketjump through it without bumping their heads. Not really necessary to make a map good, but as I alluded to, its my opinion.
- The glass cylinder you can stand next to on 2nd, make it hollow or something so that you can see the thickness of the glass on the other side (from where you're standing) [the texture is acting wierd].
- You can stand on the yellow railing that's attached to the prop doors
- On mid, maybe add another ramp to the point from the under area?
- I really like the elegand design of the mid point itself, and the combat happening on and around it. Stoked to play it really.
- Maybe raise ceiling height on mid?
- I really like the elevation work and pushing route work onto last, looks cool.
- Not sure if I'll love or hate the split last point, although it will definately be unique.
- The clipping on the rails of the ramps on last are not mirrored properly.
Account Details | |
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SteamID64 | 76561198058513958 |
SteamID3 | [U:1:98248230] |
SteamID32 | STEAM_0:0:49124115 |
Country | Sweden |
Signed Up | May 1, 2014 |
Last Posted | July 25, 2024 at 7:06 PM |
Posts | 1322 (0.3 per day) |
Game Settings | |
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In-game Sensitivity | 2.15 |
Windows Sensitivity | 5/11 |
Raw Input | 1 |
DPI |
800 |
Resolution |
1080p |
Refresh Rate |
144hz |
Hardware Peripherals | |
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Mouse | Logitech G703 |
Keyboard | Varmilo VA109M Red |
Mousepad | QcK XXL |
Headphones | Logitech G432 |
Monitor | Benq XL2411Z |
gucci gang : when you are flexing new unusuals, autstraliums or elite grade gear
Does anyone know of a hud where the health, ammo, and uber % numbers have an OUTLINE instead of a shadow? (or alternatively teach me how to do it)
There's also another bump in choke: Walk from mid and hug the left wall. After you pass the plank on the ground you hit some bump, in both directions both sides of mid. EDIT: There's also a bump if you hug the right wall! EDIT 2: Also both sides if you do the same thing from 2nd!
EDIT 3: You can stand on the right side of this corner, as shown here:
https://i.imgur.com/loWSdxc.jpg
Also, you should rotate the texture on the new sideways ramps in logroom and on mid so it alligns better.
EDIT 4: On the front side of spire, there's a small dip in elevation in the displacement. (under the diagonal surface on bottom) You can potentially get rockets stuck in there etc. I accidentally showed it in the picture as well lol.
sagewhat up with those custom 5cp icons too lol, that surprised me
https://i.imgur.com/RlouMPn.png
Attention all map makers: If you compile your map and have a custom hud installed, for some reason it will (sometimes?) use your huds cap point icons and will OVERRIDE that of anyone playing the map.
People mentioned it to me on prolands and also my own map and it was always really confusing.
EDIT: I think the issue is caused or related to some custom huds preloading the cap point icons... So if you have a hud that doesn't do that, well remove it before you compile.
Vis is a VISionary. He discovered the new badlands spire meta: Equip mantreads, camp the fence -> never get knocked down.
EDIT: "Quality rocketry" says the guy who joins spire with mantreads equipped vs a gunboats soldier, the guy who uses banner in ammomod to get health advantage lol. Honestly bro
I recently cleared my user settings with the installer, and now footsteps don't make any noise wether or not the setting is put to on or off [yes i applied]. mp_foosteps is on 1 and I have the "high" audio setting. Any way to fix this ?
Fun story: I just realized I have played the game without surround for like 1.5 years without noticing.
EDIT: 1 week later, still need advice
Actshully it's spelled gnollaide
Unicorn_Wizardwait is vis the guy who only plays ultiduo or am I thinking of someone else?
ultiduo + mge & he got 3k+ elo in eu (silent remover) :^)
Played against that guy once. Really obvious trigger. During scout 1v1s he hit meatshot, did a 360 and instantly hit a meatshot again. I don't get why u would play against these types of players... Also played against someone different with a full on lag hack who just kept warping around corners and "lagging" whenever out in the open.
sheepy_dogs_handJust want to give a big thank you to the current ETF2L admins who put in so much hard work every single day for FREE to keep the league going even after 31 seasons so all of us can continue to play this great game. They are doing a thankless job and the vast majority of the hard work they do goes unseen by the community while their occasional mistakes are seen by everyone.
I don't think these guys get nearly enough credit as they deserve from the community so remember to try and treat the admins with respect and give them the credit they deserve!
My man out here spitting straight facts
This slope in lobby is poorly lit causing player models to be very dark, almost black. For some reason it's worse on red side. Just adding 1 lamp could fix it entirely.
https://i.imgur.com/YV1J2A3.jpg
https://i.imgur.com/jD9YcM0.jpg
edit: if this is just my config someone please inform me on how to fix this
cp_windfall
Current version: a5
Download link: https://www.dropbox.com/s/aadohngxsigxdwl/cp_windfall_a5.zip?dl=0
Changelog: a4 to a5
GENERAL:
Changed a lot of textures all around the map.
Added capture zone indicators for people with fps configs.
MID:
Changed one small ammo to large on mid
Removed all the double boxes from mid
Moved the small health kit, it’s now next to the ammo on the concrete.
Delete the awning and gas tank close to mid, due to serving no purpose.
Reduced the size of the hut
Deleted some of the small useless areas in an effort to make mid a bit smaller
Shifted geometry slightly on mid
The paths on each side of the mid are now a bit tighter
Made the ramp next to the shutter a bit wider.
HOUSE FLANK:
Replaced the small kit with a large kit.
Moved this area closer to the mid
Changed the geometry inside
Lowered the floor inside, this prevented a sniping angle into second
Deleted one exit to choke & the other one is a bit larger
CHOKE:
Deleted the catwalk.
The choke is now about 128 units closer to mid
Modified displacements
SECOND:
Replaced the cliffs with a set of walls
Deleted a crate
Added another small health kit on second
Add another path towards the control point
Fixes splash going through metal around the health kit
Modified displacements on second to give attackers less of a height disadvantage
Added another ramp up towards point from the floor
Removed most of the roof above the “under” area on second, it’s now more like a trench
Deleted the hut on grass
Added a small connecting platform between top of the “IT” area and a part of 2nd
Removed a chunk of lobby and expanded second inside
To conpensate for the larger second point, I made some changes to a lot of geometry
Moved forward spawn due to removing chunk of the lobby house
IT FLANK:
Added blockbullets on some places
LOBBY:
Deleted one of the lower entrances to last
Changed the lobby area and split it in two: Split it in two: Top and bottom. (Inspired by snake)
Combine the two main entrances to second.
Made lobby shorter overall.
Added a small health kit to lobby, and a small ammokit
LAST:
Made the spawn three leveled and symmetrical. Leaving the right door should be less garbage during last holds.
Added some protection to allow for some rotates behind the point.
Added a lot of geometry on last to prevent OP sniper sightlines on left.
Removed the logs on point, replaced them with a slightly raised concrete block.
Modified the new highground: It’s a bit smaller and the sightlines are different. The gap is smaller as well.
Personal comment:
This shit took a shitton of time I wanna die.
Screenshots: https://imgur.com/a/30DsyGj!