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SteamID64 | 76561198039117675 |
SteamID3 | [U:1:78851947] |
SteamID32 | STEAM_0:1:39425973 |
Country | United Kingdom |
Signed Up | February 22, 2013 |
Last Posted | February 19, 2020 at 12:23 PM |
Posts | 427 (0.1 per day) |
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Yeah, Waldo's pretty much got it.
It has to do with 90
pharaoh__I'd like to see the summer season be a real season and not just a prolonged, ineffective map test.
I wouldn't say it's ineffective. It's one of the only times I've actually got cp_edifice tested, with actual teams, giving actual feedback. People just don't seem to want to test maps outside of the 'summer season' thing. Even if the feedback isn't the best, it's better than none and removing the 'map testing' part of the summer season would probably be a really bad thing for map creators (since there is barely any way to get maps tested in the first place!)
I completely forgot to do a release post for this, didn't I? I've had it ready for like a month.
koth_canopy_b3a
https://dl.dropboxusercontent.com/u/84556731/koth_torque/koth_canopy_b3a.bsp.bz2
- added cover
- optimized
- various detail tidbits
- blocked sightlines to spawn
- changed various things I can't remember
either b4 will come out soon or i'll jump straight to rc1. all I really need to do is fix various issues, make a better 3d skybox and displace more and it'll probably be ready.
Hi again.
After the recent UGC season(s) that have played this map, I have gathered, disregarded, and contemplated many paragraphs of feedback.
I have no idea if it amounted to anything, though, so I decided to hold back an official rc1 release and instead release a "test" version.
https://dl.dropboxusercontent.com/u/84556731/cp_edifice/cp_edifice_test2.bsp.bz2
Basically, what's changed is:
- A was given a place to defend, where you can't get jumped on and has a decent amount of cover - through tests, this has proven to make the point more defensible and a more viable choice to defend first instead of B.
- B's right side (relative to BLU) was given a raise, which in turn made that area more useful, and which inadvertently made the point a little easier to attack (it seems).
- C got lowered by around 100 units, more or less.
- One of the flanks to C (left side relative to BLU) was removed
- Pretty much every little glitch from the old versions was fixed.\
(I don't have any screenshots at the moment. Sorry!)
I have only tested this a few times and I'd love if people could test it with pugs or official teams or whatnot - good feedback could make or break an rc1 release and pretty much will decide the future of the map. If I don't get much tests/feedback, well, the map is pretty much done for - as it was intended for comp; and without those types of tests, it will fall flat on its back.
(when testing, try to keep in mind/remind other players that the map is still in development. people tend to give different feedback depending on whether or not they think the map is being worked on anymore or not. Cheers.)
this is a great idea. alongside the old pug system i'd like to see a secondary/separate one with some newer maps. there are already quite a few maps that are being made that need to be tested more. cp_wetcoal, cp_edifice, cp_derecho, koth_canopy, cp_vanguard, cp_quay, cp_croissant, maybe some others as they're introduced/found, etc.
this would be pretty cool to see and would be extremely useful for map makers like me.
i don't actively use #tf2.pug.na but if a secondary/separate pug service for these types of new maps was introduced i'd certainly start using it much more often (as would more members of the mapping community in general, this could be a good thing for maps in general IMO)
it would also give more incentive for new versions of new maps to come out more often, as people would be actually playing them and actively giving feedback. if a second pug system was developed i'd recommend putting in a sort of feedback plugin as well (there was one developed for tf2maps' servers, you can probably get it in some way: http://forums.tf2maps.net/showthread.php?t=19186) for easier and more concise feedback.
all in all, i support the idea of a second/separate pug service for newer maps and i would certainly use it often.
introducing...
cp_derecho_b4
Completely (or mostly, last hasn't changed much) remade from previous versions! Went through a lot of internal versions, that's why it jumped all the way to b4.
DOWNLOAD - https://dl.dropboxusercontent.com/u/84556731/72hr/cp_derecho_b4.bsp.bz2
Changlog:
- Redetailed at least 90% of the map
- Changed mid around a lot
- Opened up indoor spaces
- Added water to second
- Expanded the skybox
- Added a lot of detail areas
- Clipping by the hundreds
- Streamlined the paths towards last
- Removed a few redundant/unnecessary routes
- Removed ability to access second forward spawn from outside
- Changed spawntimes a tad
- Optimization (and the subsequent lack of it)
- Fun stuff
Screenshots:
https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-22_00001.jpg
https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-22_00002.jpg
https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-22_00003.jpg
https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-22_00005.jpg
https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-20_00004.jpg
https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-22_00010.jpg
also why is process so BRIGHT for me now
is everyone getting this or just me?
https://dl.dropboxusercontent.com/u/84556731/2013-07-10_00003.jpg
https://dl.dropboxusercontent.com/u/84556731/2013-07-10_00004.jpg
i presume it's the hdr but other people i talked to don't have this problem/brightness
Error on pl_goldrush: there seems to be something wrong with this door
https://dl.dropboxusercontent.com/u/84556731/2013-07-10_00001.jpg
It's behind the yellow gates, second stage, first point
https://dl.dropboxusercontent.com/u/84556731/2013-07-10_00002.jpg
(It was posted earlier but this is a better vantage point of the error)
So... after the recent runs that this map had in UGC I think it's time that I post something asking for honest, constructive, and real feedback from anyone who was on a team who scrimmed/played this map in a match. (Or even watched a match, do whatever you want.)
From what I gather, the map was either loathed or liked, some might have 'loved' it but I think that might have been the minority.
Whatever you might think, though, keep in mind that I am still working on this map and am quite willing to make changes (drastically, even) in order to improve the map.
Now go, provide me with your criticism of this map, provide explanation, words, videos, demos, stvs, screenshots, paint-overs, long-winded and one word sentences. Just be sure to give me your honest feedback on the map.
I don't feel like the map went over well for quite a few people and I want to know why.
And whatever you do, please, don't bash the map with no reason. I see some people saying that it's the worst map in UGC right now. I won't say that it isn't just yet but I need to have them provide some proof/reason so that the map can actually improve. If you think the map is bad just say it, I'm fine with that, but provide reasoning alongside it please.
Cheers,
Phi
Obligatory "ENIGMA ENIGMA ENIGMA" so I can get this thread moved to 'Map Discussion' somehow.
I will change the spectator camera around, don't worry. It was just for fun in the earlier versions but it will probably bother everyone so I'll just remove it.
As for the forward spawn, I like the idea of second spawn being able to be opened from the outside (à la Badlands), but I guess the layout of my map isn't as requiring of one as Badlands' might be.
B2 might be out soon, I'll be going through the map and streamlining every little flank route so that it will become more viable for competitive testing. Brisk, your feedback is proving to be very useful. Thanks for running through the map to give me your thoughts!
b4nnyI think you should move the spawnpoints closer to the spawn doors just to reduce the walking distance a bit.
I could do this, although I might move the entire spawn building closer instead to preserve the geometry inside the building and keep it relevant.
b4nnyThe barriers above mid really obstruct jumping to an annoying degree, they just feel too low.
I've got a lot of complaints about them, even though they're so much higher than they used to be. I might be better off just removing these, as long as I leave the ones near the healthpack on the right I think it might be fine.
b4nnyThe stairs will be annoying for soldiers as rockets can go right through them.
I could blockbullet them so that rockets won't go through the slats, or would that be too confusing?
b4nnyThe health pack in the back corner as you exit spawn to the right is kind of an awkward spot, it might be better in that grass patch next to the left fence or just along the right fence. (Though I should playtest first before I comment on this kind of thing)
I'm in quite a position to rework that whole area there, I'll definitely move that pack and ammo around while I rework it.
b4nnyAlso shrugger found a way to escape the map but he wants me to keep it a secret so he can troll people with it.
Haha, I think I've found it too... although I'll keep it a secret as well. I'll probably patch it up for next version but you never know... :3
Sorry for the double post, but is moving a thread possible? Somehow I managed to post this in 'general discussion' instead of 'map discussion', I have no idea how that happened. If someone could contact an admin or something to get them to move this thread to its proper subforum, that would be really cool.
Funny how nobody noticed, that certainly says something about how most use the sidebar instead of browsing manually through the forums.
Fixed the missing textures, the rock you can get stuck on at 2nd, and changed that little elbow route on mid to just a ramp.
B1A released: https://dl.dropboxusercontent.com/u/84556731/72hr/cp_derecho_b1a.bsp.bz2
Now you can test it without the missing textures! Hurray!
BenroadsGetting a ton of the invalid texture things (purple/black checkerboard)
WHOOPS.
Forgot to pack textures in this version of the map. I'll have a b1a out in the next 4 hours or so. Sorry about that, the checkerboards are pretty bad and probably screw the map up for you guys. I'll have it fixed, don't worry.