So I did a pretty simple m0rehud edit for my personal use, I can upload it if anyone wants it.
http://puu.sh/kdwT0/43b8d1b289.jpg
Account Details | |
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SteamID64 | 76561198083292101 |
SteamID3 | [U:1:123026373] |
SteamID32 | STEAM_0:1:61513186 |
Country | Poland |
Signed Up | March 1, 2014 |
Last Posted | March 28, 2016 at 12:07 PM |
Posts | 722 (0.2 per day) |
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Raw Input | 0 |
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1600x900/1366x768 |
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So I did a pretty simple m0rehud edit for my personal use, I can upload it if anyone wants it.
http://puu.sh/kdwT0/43b8d1b289.jpg
omnificHow can i keep track of the progress of pro games on mobile without watching the stream
there was some app for that, it was called thescore or something similar. Also, are you on Android or iOS?
Gibekhttp://images.akamai.steamusercontent.com/ugc/683775065706999475/01F315E59F464FB5342AD509908486E364A2BE91/
What server are you on? Since you have 187 ping, and it seems you're from Poland, try joining some European servers, not American
b3 is out!
Changes:
- Fixed the weird clip brush near BLU spawn (Thanks Carn!)
- Removed the small health and ammo above the first point
- Made the entrance to connector in house bigger
- Fixed a bunch of spots where you could see outside the map
- Bulletblocked the hole above the medium health and ammo near the tunnel that you could shoot through
- Fixed the huge nodraw brush near second, and holes in the ceiling in the hallway leading to last
There's probably something else still, but that's all I can remember
Plerfscouch_sitterthat makes me switch to melee then nonstop attack i want to hit mouse2 again after switching to attackbind "mouse2" "slot3; +attack;"
alias melee "slot3;attack_bind"
alias attack_bind "bind mouse2 +attack"
bind mouse2 melee
alias meleerebind "bind mouse2 melee"
bind 1 "slot1;meleerebind"
bind 2 "slot2;meleerebind"
should work, didn't test it
N1ghTThe train health is part of the map itself. I'm not sure if there is a way to remove it.
It's probably controlled by some textures used in the map, if it's possible to find out which, we can make them transparent.
neeko_is there a way to make the bots spawn instantly or faster atleast?
Probably not, since the bots for some reason still have to go through the killcam time, just like a player
AdmirableUpdate: numlocked has decided to pull the plug on this after playing with the ETF2L S22 test whitelist.
Show ContentThanks, Permzilla
PERMZILLA STRIKES AGAIN
b2 is out!
Changes:
- Added a connector in house going to the little room near A (no fucking idea how it's called)
- Remastered the room you get in using the left entrance from BLU spawn
- Bulletblocked bunch of stuff
- Changed lighting to be more bright
- Added a medium health and ammo on A point
- Added posibility to change classes inside of the forward spawn (it wasn't possible before because I forgot about something)
- Added a large healthpack near the forward spawn
- Removed the large ammopack that was sitting alone in the corner near the forward spawn
- Lowered the ceiling in the hallway leading to last
- Removed bunch of trees you could stand on
- Removed the windows on last to make pushing last easier
Let me know if there's any problems that needs fixing, or stuff you think need changing!
rowrowDid a really really brief runthrough of problems and changes I would like to see. One of the main problems of this map are the open space and the lack of entrances (and for last, the ridiculously unbalanced direction of entrances, namely the upper area)
http://imgur.com/a/uotU8
also it's a shame you wasted the name mountainlab_pro on a very very early beta map that I feel is still a fair way to go before it's ready.
Thanks for the ideas! And about the name, I named this very early map mountainlab_pro, because I didn't have a lot of ideas what and where I could change.
kounterpartsIf you want some testing, you can submit it to this form for New-New Map Pugs :D
http://goo.gl/forms/3cgaNFXY6q
I will when I'll finish more improvements on the map!
wareyathe stuff disappearing from the thin lines is a VVIS bug
I had it happen on a map I made with weird geometry
It shouldn't be happening with rectangular geomtry, but it is.
The only thing you can do is change the geometry nearby to make the bug stop happening
Thanks for the tip, will fix
rowrowFinally, one of valve's prettiest stock maps getting some changes it needs to be more popular. I'll be loading it up and giving suggestions shortly
Let me know if you get random dissapearing stuff like Bucake did. That's the important bit for me.
CatterPiHerganaldergive a link to download it
https://mega.nz/#!FUdiUYBT!FfdtjsDFpHGzTnJLce6Jb2PLhBAWxXIC-WnahTY_feM
There you go!
I still need to fix some stuff in it, but it's playable for now.
Changelist
I feel like snipers would be soo op on the first point
and the high ground is so good for attackers at last
I will work on the sightlines and the high ground a bit later, right now I'm trying to figure out the random dissapearings
Bucakethere's only a really thin line that makes all that stuff disappear.
try hugging the wall there and just move very slowly towards the edge?
edit, this is more or less what i mean with 'thin line':
http://i.imgur.com/GXmCwR2.jpg
while i'm inside that line, all the shit will disappear, but if i move outside of it, it just pops right back up again.
same is happening from this point.
http://i.imgur.com/qCYRpn1.jpg
then a small step towards the left:
http://i.imgur.com/8hn1iJ1.jpg
There's nothing in the thin line that could make stuff invisible
http://puu.sh/k5vHj/30bd43816f.jpg
Same with the second spot
http://puu.sh/k5vMN/733ed1b420.jpg
I am completely clueless what could be causing it.
Are you sure it's not just your config or something?