Just wanted to let y'all know that I appreciate the feedback. I've been fixing most of these issues internally without releasing public versions. So once the season is over and I make some layout changes, (If needed. I'm assuming the map isn't perfect.) I'll be releasing a version then.
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SteamID64 | 76561198090523071 |
SteamID3 | [U:1:130257343] |
SteamID32 | STEAM_0:1:65128671 |
Country | United States |
Signed Up | August 2, 2017 |
Last Posted | June 11, 2021 at 8:47 PM |
Posts | 65 (0 per day) |
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Did a little more detailing.
Changed the trains on mid to logs.
Added platform to tree for a bit of high ground on mid.
Smoothed the terrain at choke and made it less of an incline to make it easier to bomb out of.
Added more nets to mid so its more obvious where the skybox ends.
Current version: a7
Download: https://tf2maps.net/downloads/domain.7407/download?version=17515
TF2Maps thread: https://tf2maps.net/downloads/domain.7407/
Screenshots: https://imgur.com/a/Sl9TM3S
an_aliasred last looks like ctf_well
We actually took a lot of inspiration from well for last, because we thought it was an interesting idea that just needed to be tweaked to work well. (heh)
QuantumBlazerQuantumBarberQuantumBlazerDude no way lmao. When I read your name I thought it was mine a haha and went wait wtf when did I ever make a map?? Plus you also capitalize the Q and the B just like I do. Nice man :)So, uh. Do we fight to the death now?
Nah let's be Bros :D
:D
QuantumBlazerDude no way lmao. When I read your name I thought it was mine a haha and went wait wtf when did I ever make a map?? Plus you also capitalize the Q and the B just like I do. Nice man :)
So, uh. Do we fight to the death now?
HyceLook at you upping the game by using brackets in your title instead of parenthesis. A visionary in both post and map design!
I have ascended beyond mere mortal minds. :^)
Better than propaganda. :)
This map is a standard 5cp map with a slight deviation. One of the flanks into last is inaccessible for attackers until 2nd is capped.
Current version: b8
Download: https://tf2maps.net/downloads/domain.7407/download?version=30130
TF2Maps thread: https://tf2maps.net/downloads/domain.7407/
Screenshots: https://imgur.com/a/4oAHuEw
b14 update:
fixed this issue :^) https://clips.twitch.tv/AbstemiousBrainySardineWow
Download: https://tf2maps.net/downloads/propaganda.1927/download?version=17301
Screenshots: https://imgur.com/a/gPfw58l
Hyce
Love it. Optimization is one of the single most frustrating things in mapmaking. If you still run into issues, you might want to look into fade distances on props / etc if stuff is still rendering obnoxiously.
I've never noted issues myself.
Thanks, hyce. I've been avoiding setting prop fade distances like the plague until I find out which ones are being too problematic, because tweaking each prop individually sounds like hell.
If anybody wants to see the difference in optimization from b12a to b13, I went ahead and took some wireframe screenshots to give an idea of the difference. https://imgur.com/a/dZYDjhi Wireframe is a bit hard to read if you're not familiar with the map, but basically less lines is better.
I've pushed a version (b13) that should fix any performance issues people may be having on lower spec machines. (Don't worry, this version won't make it worse on higher end machines.) I'm not certain if this version is out in time for it to be the one in ESEA rotation, though.
b13 update:
Added some hint brushes just in case. (Optimization should be greatly improved if you're using a toaster.)
Download: https://tf2maps.net/downloads/propaganda.1927/download?version=17264
Screenshots: https://imgur.com/a/gPfw58l
Yeah, nobody's reported any issues with b12a since I pushed it out a few days ago, so unless something pops up, that's the version being used.
I'm gonna have to agree with what hyce and lucrative are saying. Propaganda literally sat in limbo for like 7 months with no feedback whatsoever. Once lucrative picked it up and started to show me the reasons why my map wasn't working I was able to get it to a state that a lot of people are happy with in basically a month. Just imagine how much better my map could be if I had feedback to work with during those 7 months.
That's honestly, I think, the main complaint from most of the mapping community. Anytime they've tried to make a comp map, their map kind of just gets forgotten because of people not testing it, and then they end up in the hole time-wise. Because they could've been putting their efforts into a casual map that actually has a chance of making it into the game.