theatreTECHIE
Account Details
SteamID64 76561198134226028
SteamID3 [U:1:173960300]
SteamID32 STEAM_0:0:86980150
Country Australia
Signed Up April 2, 2016
Last Posted April 11, 2023 at 9:57 AM
Posts 43 (0 per day)
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#20 pl_vigil in Map Discussion
thesqrtminus1suggestion: make this buildable?

https://i.imgur.com/HJRdanG.jpg
https://i.imgur.com/ykfv8Im.jpg

I was thinking about potentially changing this. It used to be that this spot was much more powerful, however I'll ask around with different people to see if this is a change I want to make.

posted about 7 years ago
#18 pl_vigil in Map Discussion

Update to B5!

Download Here

Screenshots available here.

Changes:
- Added window on the outside of I.T.
- Added pipes around pit that can be used to walk around the edge
- Fixed some clipping
- Added HDR lighting
- Added some more detailing

posted about 7 years ago
#17 pl_vigil in Map Discussion

Update to B4A!

Download Here

Screenshots available here.

Changes:
- Fixed cart paths at the end that I forgot to move to line up with the moved track

posted about 7 years ago
#16 pl_vigil in Map Discussion

Update to B4!

Download Here

Screenshots available here.

Changes:
- Added wall to last, and reconfigured pit and surrounds slightly
- Added way for classes to jump from the flank cliff on last to the roof of the hut
- Raised the rock behind the hill on first
- Detailing

posted about 7 years ago
#15 pl_vigil in Map Discussion

Update to B3B

Download Here

Screenshots available here.

Changes from pl_vigil_b3a to pl_vigil_b3b:
- Removed blockbullet brush that I missed in the last version

posted about 7 years ago
#14 pl_vigil in Map Discussion

Update to B3A

Download Here

Screenshots available here.

I tried uploading the update to B3 last weekend, but the website wouldn't let me, so now you get two updates for the price of one! (Really just skipping an update, but anyway, on to the changes)

Changes from pl_vigil_b2a to pl_vigil_b3:
- Added jump in first house to get to the upper area from the lower area
- Added rocks on first to allow players to jump up onto the raised areas from closer to the point
- Added cutout on 1st to allow red to spam first with a bit more cover
- Added rocks on first to decrease blu sniper's vision of red backing out of first forward hold
- Added collision on the window sills on first
- Added crates leading up to the second hill from first to give more cover around that area
- Changed hilltop structure on second, turning it into a house with a sloped roof and removing the wall
- Added wall on cliff structure
- Added railing along the back part of the second cliff
- Raised height of tunnel roof on second
- Added flank on third to allow blu flank to get into the third cap area easier in competitive matches
- Changed trigger push on top of the wall on third - now not so strong
- Added rock jump up to the third cliff from the large ammo pack
- Added railing on the flank cliff on last
- Increased height of sloped section of roof on the flank cliff of last
- Decreased size of doorway from last to the flank cliff
- Added area under sentry platform to give a possible decloak spot for blu spies
- Indented wall along the back area of last to give more room for players (especially blu spies) to move around
- Removed the force respawn for red after a point is capped
- Added some more details around the map including:
- Dome doors made by MaccyF (they even open as the cart gets into the last area!)
- Telescope made by Freyja
- Cloud scrolling textures in the deathpits made by myself​

Changes from pl_vigil_b3 to pl_vigil_b3a:
- Replaced stairs in third tunnel with crate jump
- Removed two windows near last, overlooking the flank
- Added a hazard sign to third cliff
- Adjusted handrails on D flank cliff
- Fixed some bugs from the previous version

posted about 7 years ago
#13 pl_vigil in Map Discussion
TmbrHere's just a few things i noticed:
http://imgur.com/g6E6Qes This would kind of be awkward and annoying to get caught on in a fight
http://imgur.com/aGt1QmD There is some clipping error here, so you can jump up and stand there
http://imgur.com/KkQZhNj Is it intentional to be able to get in these rafters?

Other than that small stuff, you did a really good job of blocking sightlines and getting rid of either hiding spots or dumb sticky traps that result from clipping errors. It's clear you put a lot of time into ironing out kinks, so props to you. I want to see some gameplay on this, not 6s but pubs or HL. Great work

Thanks for taking a look at the map.
I'm not sure that many people would get caught on that, since it's in a corner already. Maybe if I get complaints about it from people getting caught on it during a game, which made them stuff up or die, then I'll change it up.
Thanks for letting me know about that clipping, I'll take a look into it.
Also, yes I did mean for people to be able to get ont the rafters there. If I had no hiding spots, people would be very sad, right?

Thanks for the kind words. Hopefully teams in NA start getting tests on this soon, and it's being run in the ETF2L HL preseason cup, so people from Europe will be on he map a bit within the next two weeks.

posted about 7 years ago
#11 pl_vigil in Map Discussion
PumIts a shame nobody has commented anything in 2 months after 4 updates.

Map looks nice. I jumped around on it a bit and noticed last is a bit too crowded, the roof is a bit too low before going onto the roofless area, may promote a lot of spam. Also the right red spawn at last that leads directly to the payload tracks may be easily abusable by both teams.

Also I noticed almost no props have collisions, While lamps can be annoying to collide with, this removes most of the sneaky spots that are fun to abuse.

And lastly I saw some low roofs you couldn't jump on like This, and some areas that seemed like you could get in, but you couldn't, like This. Maybe hid them more? I dont really know

Thanks for the feedback, and luckily it's starting to get some more attention in ETF2L and UGC.

There was a tradeoff that I had to make for last where if I made the observatory bigger (so making the area in last bigger) that would lead to the flank being much longer, and the rotation time also being longer for blu. In the end I settled for this size, which when playing the map, felt about right. Given that all the good sentry spots in last can be outranged from the cliff, I also tend to consider the cliff connected to last as part of the engagement area, so in a way making last a bit bigger than it may first seem. The geometry around last is just in general quite tight, so changing one area will mean needing to change another area next to it to suit.

As for the props, I do plan to make certain props have collision in the future, but I just haven't got around to thinking about the balancing of all of those places yet.

The low roofs thing is a balance between detail and being annoying to fight against. I'm trying to think of ways to convey better that you can't get up onto those roofs, so I'm hopeful that it will be at least a bit resolved in the future. The out of bounds areas are a bit the same, but hopefully people won't get too annoyed by those areas for the time being.

It's also being played in the ETF2L preseason cup in a few weeks time, so I'm sure I'll get plenty of feedback then.

posted about 7 years ago
#9 pl_vigil in Map Discussion

Update to B2A

Download Here

Screenshots here

Changes:
- Unclipped top of wall on third with "Crummy's Burgers" sign on it
- Added trigger_push to the top of the same wall to disallow people standing on it
- Added a shelf in B red house
- Unclipped top of shelf in room between B and C
- Fixed displacement bug on final
- Added no-build to out of bounds area on B to prevent engineers building up there
- Added small gap in skybox on second to allow for better visuals
- Added more hint brushes to hopefully improve framerates around second
- Minor detail improvements

posted about 7 years ago
#8 pl_vigil in Map Discussion

Update to B2

Download Here

Screenshots here

Changes:
- More details around the map
- Some more prop fades (even more will come in later versions)
- Minor geometry rework around deathpits (not gameplay-changing)

posted about 7 years ago
#7 pl_vigil in Map Discussion

Visual glitch update

Download here

Pictures here

Changes:
- Fixed visual glitches

posted about 7 years ago
#6 pl_vigil in Map Discussion

Update to Beta!

Download here

Pictures here

Changes:
- Initial art pass of whole map
- Changed some geometry to allow for detailing
- Clipping inprovements

posted about 7 years ago
#5 pl_vigil in Map Discussion
Quest_you might get some good feedback if u talk to some hl players about it since they play a fuck load of pl

I've also put it on the UGC and ETF2L fourms. I'll post it on the Steam Workshop when I get the map fully detailed, as a large part of the community seem to avoid maps with dev textures. Hopefully then it will get some more attention.

posted about 8 years ago
#2 pl_vigil in Map Discussion

Update to A15A:
- Fixed visual glitch in final involving the 3D skybox
- Some more detailing around 3rd

Download from TF2Maps

Screenshots here

posted about 8 years ago
#1 pl_vigil in Map Discussion

https://i.imgur.com/cXRHdTs.jpg

Hi all!

It's been a while since an update of this map (originally named pl_dawns_vigil) dropped, but I've been at work detailing the last point, and even making a model for the dome of the observatory. As it gets closer to the end of the year I'm hoping that I'll be able to update it a bit more frequently as uni finishes for the year. Since I'm now moving into late alpha (becoming beta once the map has been textured), I hope that a few of you will have a run around on it, and even try some pugs or scrims on it.

Subscribe to the map on the Steam Workshop

Current Version: pl_vigil_rc10 (Download from TF2Maps)

Screenshots available here.

Changes from RC9 to RC10:
- Many clipping changes around the map to improve splash damage and movement along surfaces
- Fixed visible nodraws
- Fixed some prop lighting
- Added some extra detail in flank route under C
- Removed dynamic shadows outside big door of D to prevent red sniper having a one-sided advantage
- Changed all health and ammo patches to models so they show for everyone using low graphics configs

posted about 8 years ago
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