This bug is really obscure and rare and finnicky and happens in stock tf2 maps so don't be worried about not knowing or getting told it.
Account Details | |
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SteamID64 | 76561198009358827 |
SteamID3 | [U:1:49093099] |
SteamID32 | STEAM_0:1:24546549 |
Country | United States |
Signed Up | August 23, 2012 |
Last Posted | April 22, 2020 at 6:24 PM |
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Raw Input | 1 |
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1680x1050 |
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250fps/60hz |
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Mouse | Razer Deathadder |
Keyboard | Quickfire TK Green |
Mousepad | Generic |
Headphones | Generic |
Monitor | Generic |
Source's problem with angled walls is like if you have stacked brushes with even vertical angled sides, even if their edges line up perfectly, you can get clipped on those edges. You can surround the entire brush structure with a thin playerclip to fix it, or make the wall straight.
I'm pretty sure the white lines going everywhere is a TF2 bug. I get it all the time, I have no idea what causes it. It happens a lot more than normal on custom maps.
Water fixed: https://dl.dropboxusercontent.com/u/1811521/ultiduo_hardwater_a1-3.zip
I made a mistake writing the water's vmt so it broke on dx8. If that wasn't it then the texture didn't pack correctly. I always get the kinds of mistakes that I won't notice until someone else runs the map. fml
ultiduo_hardwater is a simple ultiduo map set at a totally incompetent waste management facility.
https://dl.dropboxusercontent.com/u/1811521/sehssrtfgd.jpg
https://dl.dropboxusercontent.com/u/1811521/afgh34reds.jpg
download a1: https://dl.dropboxusercontent.com/u/1811521/ultiduo_hardwater_a1-3.zip
I never liked the thing with using ultiduo_ as the prefix for ultiduo koth maps, but who really cares?
like i'm sure you know if you do borderless windowed with a smaller resolution you'll get a letterboxing effect with everything behind the game being the letterboxes.
So you could have something black covering everything behind your game, or minimize everything with a black desktop and a hidden taskbar.
I played it for 4s as well and the biggest problem was the placement of the connectors into mid. It kind of sort of worked well because there were so few players but it would be terrible in 6s.
Also make the aerial blockbullets that benroads found a brush entity so stickies bounce off it
koth_bunkalow_rc1 has no gameplay changes. It just adds a 3d skybox and a soundscape.
There's also a totally incomplete animation thing that happens when a round is won. If it's annoying, or someone can do better, I'm sure it could be changed real easily. Disabling it is a piece of cake in particular.
https://dl.dropboxusercontent.com/u/1811521/koth_bunkalow_rc1.zip
https://dl.dropboxusercontent.com/u/1811521/aerg3efd34.jpg
https://dl.dropboxusercontent.com/u/1811521/aertsghfd34.jpg
https://dl.dropboxusercontent.com/u/1811521/456gwrf45rf.jpg
This should be the final release. I might make another ultiduo/ultrio map in the future, but who knows. Here's the VMF, since I don't intend on maintaining this map any more:
https://dl.dropboxusercontent.com/u/1811521/koth_bunkalow_rc1.vmf.zip
Credits to possiblylethal for doing a little work on the map in alpha when I was sick, once.
pharaoh__damnit you beat me to the screen shots.
launched normally, knobs don't show up in dx91
launched in dx95 knobs showed up
LODs
The sightlines are about the same as badlands
DO YOU HATE BADLANDS
The difference is that icefrog understands a vast majority of the aspects of dota and the implications arising from changing things around. Also, dota is a game with "perfect imbalance" - the mechanics are the game, not the meta or the flow or anything. Sure, there are a few underlying concepts that shouldn't change ever, like the fact that denying exists and rosh's role in map control, but there's nothing remotely to the order of "The ENGIRE GAME revolves around one specific mechanic of this one specific hero and if it changes or gets subverted in the wrong ways the game is FUCKED" like TF2 has.
have fun hitting that speedshot consistently
at least it's an early one so when you inevitably miss it you can do a normal rollout no harm