I'm not certain as to what you mean, kermit. The shape of logroom itself? Yeah, there's probably no reason for that anymore. If the shutter stays I can modify it.
Account Details | |
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SteamID64 | 76561198007577013 |
SteamID3 | [U:1:47311285] |
SteamID32 | STEAM_0:1:23655642 |
Country | United States |
Signed Up | October 25, 2013 |
Last Posted | September 13, 2021 at 2:48 AM |
Posts | 753 (0.2 per day) |
Game Settings | |
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In-game Sensitivity | 2.06 |
Windows Sensitivity | |
Raw Input | 1 |
DPI |
1250 |
Resolution |
1920x1080 |
Refresh Rate |
144 Hz |
Hardware Peripherals | |
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Mouse | G400s |
Keyboard | 1986 IBM Model M |
Mousepad | Steelseries Mass |
Headphones | Sennheiser HD280/AT 2020 Mic |
Monitor | The 144hz BenQ everyone has |
Once again not official and all changes are temporary, keep that in mind.
Download: https://www.dropbox.com/s/26hixdtexqp7jjd/cp_logjam_b11pre2.bsp?dl=0
Changes for B11pre2
Made the door to the left side last entrances a bit shorter to fix a sniper sightline
Increased the width of sneaky's door at last
Modified the left entrance at mid to hopefully add more options on mid and make mid a touch smaller.
Clipped most of the walls in cave to make walking in there smoother, didn't clip the tops of beams but I may have to do that in the near future.
Excellent henghast and popcorp.
I looked into the sniper sightline coming from the lower part of the area you showed but didn't think to look at the upper, that's pretty awful and I'll fix it.
I appreciate the displacement glitches. The ones you can't shoot through have separate collision meshes. I still have no strong opinions on the shutter at logroom one way or another, we'll see as testing goes if I should find a different way to fix that sniper sightline.
Nice guy but I wouldn't call him high open.
Logjam pre beta 11 available for your testing (I don't care about textures and that stuff I know a few aren't right). This is not an official version and the changes are not for sure going to be in beta 11. Test it and tell me what you think!
Changes:
Moved some boxes at last so you can't get stuck anymore
Added some detail in cave
Fixed being able to build in respawn rooms
Added a shutter on logroom/banana to null snipers
Edited choke's floor a bit to reduce floating sticky nonsense
Modified the left entrance to last and secret so that they hopefully play better
https://www.dropbox.com/s/y9a611p5fxq08sr/cp_logjam_b11pre1.bsp?dl=0
Final exams are coming up soon for me, so school is keeping me busy. It's also the beginning of The Polar Express at the railroad museum so life outside school is also busy. I haven't touched logjam in about a week or so. When I get the chance I'll crank out a new version, probably over Thanksgiving.
I used to host these but now that I can't play TF2 and also no longer have a server, I can't.
TheFragile has announced that this map is going to be played in a week only for CEVO-Professional teams, which is excellent- if anyone has any comments, ideas, or feedback, I'd like to hear them soon so I can get a new version out.
Glad to see Granary still around, also glad to see Logjam in for the professional teams- that's where some of the best feedback will come from.
I'm kind of tickled that someone actually voted for intermodal.
I'll have b11 of logjam done soon- very soon if it get's picked- and I'd rather that be the map for the season rather than b10. B10 has some issues at last from what I'm hearing in ETF2L and I'd like to fix them first.
If you add logjam-
understand it's in beta it's not perfect and it's got issues BUT I will listen to you wholeheartedly to try and make it as good as I can! B10 might be a little useless though- I'm going to make a b11 when it's done with ETF2L season 19 pretty soon anyways.
Kaptan_kulwhat map would replace the map that gets kicked out? Are any new maps ready yet?
Logjam is proving to need a few things after the complaints in ETF2L so far- so count me out.
Unless you want to give it a try as long as you don't bite it's head off when it isn't perfect.
Great, my first appearance in one of these is my team getting completely blindsided by a kritz during golden cap to lose the round... not our finest moment
Logjammmmmmmmmmmmmmmmmmmm
This is an issue with the source engine and angled walls... there's not much you can do as far as I know.