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cp_prolands
1
#1
refresh.tf
0 Frags +

In a not-so-recent thread people discussed changes they would like to see to cp_badlands. I went ahead and worked on some changes, most of them are just fixes and smoothing out gameplay, but some are requested features like more ammo.

If you have feedback, don’t be afraid to post it. A lot of changes can be patched up fairly quickly, meaning that trying a feature out doesn’t necessarily make it permanent.

(Dropbox) Relevant downloads:

Show Content
b2c,
b3b,
b4b,
b5,
b6,

rc1 = 2 second cap and old control point
rc2t (& rc2p) = 1 second cap and old control point ( = 2 second cap and new control point)
rc2ta

CHANGELOG TL;DR:
- Easier to push out due to new spawn times
- Explosions get eaten by the environment less
- Changed some unintentional hiding spots
- Made transitions between top lobby and last more open
- Trying to make movement more fluid with clipped walls and higher rooves.
- Changed how the last point looks (rc2p)

THINGS TO BE DONE/CURRENTLY CONSIDERING:
- Refining spawn timers even more when attacking last.

LINK TO THE VMF FILES (REFRESH PROJECT)
https://github.com/tom288/Refresh

STEAM WORKSHOP LINK:
https://steamcommunity.com/sharedfiles/filedetails/?id=1134385764

FULL CHANGELOG:
http://www.teamfortress.tv/41308/cp-prolands#12

In a not-so-recent thread people discussed changes they would like to see to cp_badlands. I went ahead and worked on some changes, most of them are just fixes and smoothing out gameplay, but some are requested features like more ammo.

If you have feedback, don’t be afraid to post it. A lot of changes can be patched up fairly quickly, meaning that trying a feature out doesn’t necessarily make it permanent.

(Dropbox) Relevant downloads:
[spoiler][url=https://www.dropbox.com/s/e5ua3uy4p25mo3r/cp_prolands_b2c.zip?dl=0]b2c[/url],
[url=https://www.dropbox.com/s/xcyumi4a4qcn9xv/cp_prolands_b3b.zip?dl=0]b3b[/url],
[url=https://www.dropbox.com/s/w9kxa0jdrbaf5ri/cp_prolands_b4b.zip?dl=0]b4b[/url],
[url=https://www.dropbox.com/s/57kh7t1vn3dx765/cp_prolands_b5.zip?dl=0]b5[/url],
[url=https://www.dropbox.com/s/3wdhi1532fdxqzg/cp_prolands_b5f.bsp?dl=0]b6[/url], [/spoiler]
[url=https://www.dropbox.com/s/6rjgo1wojyiuc13/cp_prolands_rc1.zip?dl=0]rc1[/url] = [b]2 second cap[/b] and [b]old control point[/b]
[url=https://www.dropbox.com/s/adduzs2sayrwfy9/cp_prolands_rc2_both.zip?dl=0]rc2t (& rc2p)[/url] = [b]1 second cap[/b] and [b]old control point[/b] ( = [b]2 second cap[/b] and [b]new control point[/b])
[url=https://www.dropbox.com/s/0l58w0pmski2bda/cp_prolands_rc2ta.bsp?dl=0]rc2ta[/url]

[b]CHANGELOG TL;DR:[/b]
- Easier to push out due to new spawn times
- Explosions get eaten by the environment less
- Changed [u]some[/u] unintentional hiding spots
- Made transitions between top lobby and last more open
- Trying to make movement more fluid with clipped walls and higher rooves.
- Changed how the last point looks (rc2p)

[b]THINGS TO BE DONE/CURRENTLY CONSIDERING:[/b]
- Refining spawn timers even more when attacking last.

[b]LINK TO THE VMF FILES (REFRESH PROJECT)[/b]
https://github.com/tom288/Refresh

[b]STEAM WORKSHOP LINK:[/b]
https://steamcommunity.com/sharedfiles/filedetails/?id=1134385764

[b]FULL CHANGELOG:[/b]
http://www.teamfortress.tv/41308/cp-prolands#12
2
#2
14 Frags +

i really liked the old prolands color scheme but still
hopefully we can add this to pugchamp just like with bagel

Show Content
also i want my royalties for the name
i really liked the old prolands color scheme but still
hopefully we can add this to pugchamp just like with bagel
[spoiler]also i want my royalties for the name[/spoiler]
3
#3
-32 Frags +

Why update 5cp maps when sigafoo (big brain player) only plays payload, koth, and a/d?

Why update 5cp maps when sigafoo (big brain player) only plays payload, koth, and a/d?
4
#4
18 Frags +

The shutter on reds second from lobby to stone bridge isnt opening for me. Blu side seems fine

Im loving the changes so far. All the changes dont take away from the classic blands expierence but they still make the map better. Keep it up!

The shutter on reds second from lobby to stone bridge isnt opening for me. Blu side seems fine

Im loving the changes so far. All the changes dont take away from the classic blands expierence but they still make the map better. Keep it up!
5
#5
-4 Frags +

upload to serveme/fakkelbrigade and we will all be happy :)

upload to serveme/fakkelbrigade and we will all be happy :)
6
#6
11 Frags +

yeah, red shutter doesn't open

yeah, red shutter doesn't open
7
#7
5 Frags +

collaide, you are a fucking godsend. thank you.

http://imgur.com/a/PdpwF

first image, I think that dolly needs to let rockets and shit pass through. pls let me spam.

second image, im not sure why valve put that little hole in shithouse anyway, but the roof is now missing on both sides.

collaide, you are a fucking godsend. thank you.

http://imgur.com/a/PdpwF

first image, I think that dolly needs to let rockets and shit pass through. pls let me spam.

second image, im not sure why valve put that little hole in shithouse anyway, but the roof is now missing on both sides.
8
#8
14 Frags +

opening blu shutter to grey bridge opens the blu trash shutter.

opening blu shutter to grey bridge opens the blu trash shutter.
9
#9
-1 Frags +

that was quick. great job!

that was quick. great job!
10
#10
4 Frags +

i love ammo

The shutter from red 2nd to main doesn't work, the one on gray bridge.

ty for your effort Collaide

i love ammo

The shutter from red 2nd to main doesn't work, the one on gray bridge.

ty for your effort Collaide
11
#11
32 Frags +

etf2l admins pls gather feedback for this before season starts

etf2l admins pls gather feedback for this before season starts
12
#12
refresh.tf
13 Frags +

Full Changelog:

Show Content
cp_badlands -> cp_prolands_b1a

AMMO/HEALTH CHANGES:
- Changed haunter ammokits to from small to medium
- Added small ammokit on balcony
- Removed one of the small ammo kits in top lobby and changed the other to medium size.
- Added a medium ammo kit right below the bridge on mid.

SMOOTHING/FIXING SPLASH:
- Added proper blockbullets in choke & stonebridge.
- Made trains nonsolid and created proper blockbullets.
- Removed the hole between planks on spire, blockbulleted the fence and made it nonsolid. Plank is slightly resized.
- Properly blockbulleted boxes on balcony
- Blockbulleted inside the shithouse.
- Blockbulleted the floor which dips down slightly on last point.
- Blockbulleted the main bridge on mid.
- Blockbulleted the bottom parts of exterior house walls, so they eat fewer rockets.
- Blockbulleted the floor behind last point.
- Clipped away a spot on the spire you could stand on thin air.
- Mirrored clipping on a fence you could stand on in a chokepoint
- Mirrored clipping in house, as well as clipped the roof. As a consequence you can no longer stand on top of the bullskull.
- Smoothed out clipping and moving around in choke.
- Fences in lobby and last are now nonsolid but clipped.
- Adjusted clipping above launch pad slightly.
- Lamps and metal beams in lobby, shithouse and house are now nonsolid, except for the lamp in the tube on last.
- Added a metal shelf to replace the most commonly used lamp hiding spot.
- Smoothed wooden bridge on mid slightly.
- Removed the huge shit attached to the resup house & above haunter. Should make rocket jumping off the wall easier.
- Making the leaves of rooves nonsolid, in order to allow rocket jumps.
- Removed the attached piece of house above diagonal.
- Changed a barrel model next to stonebridge - Also mirrored this.
- Removed metal near stonebridge/haunter.
- Explosions don’t get eaten by the crates on the trains anymore. I tried to visualize this.
- Roof on last has no vents anymore. This combined with metal beams not being solid anymore, should make it easier to manouver.

GAMEPLAY CHANGES:
- Removed hiding spot behind the fence on balcony, due to it only being clearable from dropdown.
- Buffed a hiding spot outside of balcony, which is considerably more difficult to use than the one removed.
- Added a tire to balcony, behind the fence. You can now jump to spire as scout without using the winger or the boston - basher.
- Raised the funcional use of the skybox.
- Opened up the left side of balcony.
- Removed tiny metal railings at floor level on balcony, next to the crates.
- Changed hiding spot in house so it's visible.

GAME LOGIC:
- Decreased spire cap time from 8 to 7 seconds.
- The team attacking fourth point now has 3 seconds longer respawn than they used to. The defenders of that point has 2 seconds shorter respawn time.

cp_prolands_b1a -> cp_prolands_b1b

SMOOTHING/FIXING SPLASH:
- Made vents in lobby and last nonsolid.
- Made smoother clipping in balcony next to the crates.

BUG FIX:
- Fixed the shutter doors.
- Fixed gap in the wall allowing you to see into main from top right last.
- Fixed rooves I didn’t do properly.

cp_prolands_b1b -> cp_prolands_b2

SMOOTHING/FIXING SPLASH:
- Patched up holes in rooves. Mirrored rooves so they are the same on both sides of mid.This was done to get same gamplay inside and same spam angle above.
- Made minor adjustments to the blockbullets of the trains on mid.
- Blockbulleted concrete “step” in trash.
- Blockbulleted concrete “step” in choke.
- Blockbulleted concrete “step” in the main entrance to house from mid.
- Blockbulleted small stairs in house near haunter.
- Blockbulleted haunter due it it being possible to get caught on the tiny ledges when rocketjumping & jumping
- Changed clip brushes inside house to blockbullets. This should prevent rockets shot on the walls from getting eaten.
- Removed boxes close to the health kit on left balcony (defenders perspective) (NOT THE HIDING SPOT)
- Rock wall under dropdown is now a bit flatter to make it easier to jump into it from below.
- Clipping around dropdown is now a lot better. This should make it harder to get stuck on the concrete or on the metal.

BUG FIX:
- Fixed A LOT OF minor graphical errors.
- Corrected misses: Missed on making several props nonsolid.

GAMEPLAY CHANGES:
- Reverted the new opening on balcony, due to potential league/pug play.

cp_prolands_b2 -> cp_prolands_b2a

BUG FIX:
- Fixed spiderwebs in BLU house being solid. It was a bug where the spiderweb was not correctly set up.

SMOOTHING/FIXING SPLASH:
- Made blockbullets in haunter better.
- Blockbulleted floor on balcony so you don’t get stuck on the tiny wooden ledges if you jump.

cp_prolands_b2a -> cp_prolands_b2b

BUG FIX:
- Fixed being able to leave the map.
- Fixed two spots where you were able to stand on roofs.
- Fixed a spot where you could stand in the middle of nothing.
- Fixed a couple of graphical errors.
- Fixed the HUD issues.

cp_prolands_b2b -> cp_prolands_b2c

BUG FIX:
- Fixed spam angle in house.
- Fixed other minor bugs.

cp_prolands_b2c -> cp_prolands_b3b

CHANGELOG:
- Opened up left balcony.
- Train hitbox fixed.
- Fixed other minor bugs.

cp_prolands_b3a -> cp_prolands_b3b

GAMEPLAY CHANGES:
- Closed up left balcony
- Removed sticky trap and removed doorway leading from top lobby to last.

GAME LOGIC:
- Changed the spawn time from -2 to 0 for the defenders of last.
- Changed the spawn time from -2 to 1 for the attackers of last.

cp_prolands_b3b -> cp_prolands_b4

GAMEPLAY CHANGES:
- Slightly raised some concrete in lobby.
- Re-added the 3 ledges around spire, but now they're all very visible.

cp_prolands_b4 -> cp_prolands_b4a

BUG FIX:
- Fixed 2 major features on spire that were not mirrored.

cp_prolands_b4a -> cp_prolands_b4b

BUG FIX:
- Fixed being unable to cap spire.

cp_prolands_b4b -> cp_prolands_b5

CHANGELOG:
- Fixed two instances of map not being properly mirrored.
- Replaced the concrete block on spire, with a wooden platform.

cp_prolands_b5 -> cp_prolands_b6

CHANGELOG:
- Set last cap time to 1 second.
- Fixed a spot where you could stand on the roof.

cp_prolands_b6 -> cp_prolands_rc1

- Set last cap time to 2 seconds.
- Adjusted the visible geometry behind the point, to better represent the blockbullets I did in b1.
- Fixed several textures that were misalligned.
- Fixed a bug that allowed for a pixelpeak into top lobby and main through a wall on last.
- Created proper func_detail groupings on last.

cp_prolands_rc1 -> cp_prolands_rc2t

- Set last cap time to 1 second.

cp_prolands_rc1 -> cp_prolands_rc2p

- Changed geometry behind point.
- Removed slanted ceiling behind point
- Removed all glass on point
- Moved the lamp in the tube further up (to prevent spamming from main)
- The rim below the glass that you could stand on is fatter
- The capture zone is adjusted to accurately be represented by the visual indicators
- Deleted the prop on point (in order to be able to open it up). A consequence is that you can no longer stand on top of it in the tube. I did not add a ledge to replace it, but it can easily be done.
[u][b][h]Full Changelog:[/h][/b][/u]

[spoiler][h][b]cp_badlands -> cp_prolands_b1a[/b][/h]

[b]AMMO/HEALTH CHANGES:[/b]
- Changed haunter ammokits to from small to medium
- Added small ammokit on balcony
- Removed one of the small ammo kits in top lobby and changed the other to medium size.
- Added a medium ammo kit right below the bridge on mid.

[b]SMOOTHING/FIXING SPLASH:[/b]
- Added proper blockbullets in choke & stonebridge.
- Made trains nonsolid and created proper blockbullets.
- Removed the hole between planks on spire, blockbulleted the fence and made it nonsolid. Plank is slightly resized.
- Properly blockbulleted boxes on balcony
- Blockbulleted inside the shithouse.
- Blockbulleted the floor which dips down slightly on last point.
- Blockbulleted the main bridge on mid.
- Blockbulleted the bottom parts of exterior house walls, so they eat fewer rockets.
- Blockbulleted the floor behind last point.
- Clipped away a spot on the spire you could stand on thin air.
- Mirrored clipping on a fence you could stand on in a chokepoint
- Mirrored clipping in house, as well as clipped the roof. As a consequence you can no longer stand on top of the bullskull.
- Smoothed out clipping and moving around in choke.
- Fences in lobby and last are now nonsolid but clipped.
- Adjusted clipping above launch pad slightly.
- Lamps and metal beams in lobby, shithouse and house are now nonsolid, except for the lamp in the tube on last.
- Added a metal shelf to replace the most commonly used lamp hiding spot.
- Smoothed wooden bridge on mid slightly.
- Removed the huge shit attached to the resup house & above haunter. Should make rocket jumping off the wall easier.
- [b]Making the leaves of rooves nonsolid, in order to allow rocket jumps.[/b]
- Removed the attached piece of house above diagonal.
- Changed a barrel model next to stonebridge - Also mirrored this.
- Removed metal near stonebridge/haunter.
- Explosions don’t get eaten by the crates on the trains anymore. I tried to visualize this.
- Roof on last has no vents anymore. This combined with metal beams not being solid anymore, should make it easier to manouver.

[b]GAMEPLAY CHANGES:[/b]
- Removed hiding spot behind the fence on balcony, due to it only being clearable from dropdown.
- Buffed a hiding spot outside of balcony, which is considerably more difficult to use than the one removed.
- Added a tire to balcony, behind the fence. You can now jump to spire as scout without using the winger or the boston - basher.
- Raised the funcional use of the skybox.
- Opened up the left side of balcony.
- Removed tiny metal railings at floor level on balcony, next to the crates.
- Changed hiding spot in house so it's visible.

[b]GAME LOGIC:[/b]
- Decreased spire cap time from 8 to 7 seconds.
- The team attacking fourth point now has 3 seconds longer respawn than they used to. The defenders of that point has 2 seconds shorter respawn time.

[h][b]cp_prolands_b1a -> cp_prolands_b1b[/b][/h]

[b]SMOOTHING/FIXING SPLASH:[/b]
- Made vents in lobby and last nonsolid.
- Made smoother clipping in balcony next to the crates.

[b]BUG FIX:[/b]
- Fixed the shutter doors.
- Fixed gap in the wall allowing you to see into main from top right last.
- Fixed rooves I didn’t do properly.

[h][b]cp_prolands_b1b -> cp_prolands_b2[/b][/h]

[b]SMOOTHING/FIXING SPLASH:[/b]
- Patched up holes in rooves. Mirrored rooves so they are the same on both sides of mid.This was done to get same gamplay inside and same spam angle above.
- Made minor adjustments to the blockbullets of the trains on mid.
- Blockbulleted concrete “step” in trash.
- Blockbulleted concrete “step” in choke.
- Blockbulleted concrete “step” in the main entrance to house from mid.
- Blockbulleted small stairs in house near haunter.
- Blockbulleted haunter due it it being possible to get caught on the tiny ledges when rocketjumping & jumping
- Changed clip brushes inside house to blockbullets. This should prevent rockets shot on the walls from getting eaten.
- Removed boxes close to the health kit on left balcony (defenders perspective) (NOT THE HIDING SPOT)
- Rock wall under dropdown is now a bit flatter to make it easier to jump into it from below.
- Clipping around dropdown is now a lot better. This should make it harder to get stuck on the concrete or on the metal.

[b]BUG FIX:[/b]
- Fixed A LOT OF minor graphical errors.
- Corrected misses: Missed on making several props nonsolid.

[b]GAMEPLAY CHANGES:[/b]
- Reverted the new opening on balcony, due to potential league/pug play.

[h][b]cp_prolands_b2 -> cp_prolands_b2a[/b][/h]

[b]BUG FIX:[/b]
- Fixed spiderwebs in BLU house being solid. It was a bug where the spiderweb was not correctly set up.

[b]SMOOTHING/FIXING SPLASH:[/b]
- Made blockbullets in haunter better.
- Blockbulleted floor on balcony so you don’t get stuck on the tiny wooden ledges if you jump.

[h][b]cp_prolands_b2a -> cp_prolands_b2b[/b][/h]

[b]BUG FIX:[/b]
- Fixed being able to leave the map.
- Fixed two spots where you were able to stand on roofs.
- Fixed a spot where you could stand in the middle of nothing.
- Fixed a couple of graphical errors.
- Fixed the HUD issues.

[h][b]cp_prolands_b2b -> cp_prolands_b2c[/b][/h]

[b]BUG FIX:[/b]
- Fixed spam angle in house.
- Fixed other minor bugs.

[h][b]cp_prolands_b2c -> cp_prolands_b3b[/b][/h]

[b]CHANGELOG:[/b]
- Opened up left balcony.
- Train hitbox fixed.
- Fixed other minor bugs.

[b][h]cp_prolands_b3a -> cp_prolands_b3b[/h][/b]

[b]GAMEPLAY CHANGES:[/b]
- Closed up left balcony
- Removed sticky trap and removed doorway leading from top lobby to last.

[b]GAME LOGIC:[/b]
- Changed the spawn time from -2 to 0 for the defenders of last.
- Changed the spawn time from -2 to 1 for the attackers of last.

[h][b]cp_prolands_b3b -> cp_prolands_b4[/b][/h]

[b]GAMEPLAY CHANGES:[/b]
- Slightly raised some concrete in lobby.
- Re-added the 3 ledges around spire, but now they're all very visible.

[h][b]cp_prolands_b4 -> cp_prolands_b4a[/b][/h]

[b]BUG FIX:[/b]
- Fixed 2 major features on spire that were not mirrored.

[h][b]cp_prolands_b4a -> cp_prolands_b4b[/b][/h]

[b]BUG FIX:[/b]
- Fixed being unable to cap spire.

[h][b]cp_prolands_b4b -> cp_prolands_b5[/b][/h]

[b]CHANGELOG:[/b]
- Fixed two instances of map not being properly mirrored.
- Replaced the concrete block on spire, with a wooden platform.

[h][b]cp_prolands_b5 -> cp_prolands_b6[/b][/h]

[b]CHANGELOG:[/b]
- Set last cap time to 1 second.
- Fixed a spot where you could stand on the roof.

[h][b]cp_prolands_b6 -> cp_prolands_rc1[/b][/h]

- Set last cap time to 2 seconds.
- Adjusted the visible geometry behind the point, to better represent the blockbullets I did in b1.
- Fixed several textures that were misalligned.
- Fixed a bug that allowed for a pixelpeak into top lobby and main through a wall on last.
- Created proper func_detail groupings on last.

[h][b]cp_prolands_rc1 -> cp_prolands_rc2t[/b][/h]

- Set last cap time to 1 second.

[h][b]cp_prolands_rc1 -> cp_prolands_rc2p[/b][/h]

- Changed geometry behind point.
- Removed slanted ceiling behind point
- Removed all glass on point
- Moved the lamp in the tube further up (to prevent spamming from main)
- The rim below the glass that you could stand on is fatter
- The capture zone is adjusted to accurately be represented by the visual indicators
- Deleted the prop on point (in order to be able to open it up). A consequence is that you can no longer stand on top of it in the tube. I did not add a ledge to replace it, but it can easily be done.

[/spoiler]
13
#13
11 Frags +

It would be great if you revert the last call time, not being able to do point plays have really lowered the options on last.

With the hiding spot on point for demos and soldiers, improved options to check trash pushing out, I'd like to see the time changed back to see how it plays.

It would be great if you revert the last call time, not being able to do point plays have really lowered the options on last.

With the hiding spot on point for demos and soldiers, improved options to check trash pushing out, I'd like to see the time changed back to see how it plays.
14
#14
ChampGG
46 Frags +

Once everyone has a chance to find the first round of bugs/etc we can try this on pugchamp.

Once everyone has a chance to find the first round of bugs/etc we can try this on pugchamp.
15
#15
6 Frags +

Thanks collaide, I run a na pug group will definitely try this out

Thanks collaide, I run a na pug group will definitely try this out
16
#16
13 Frags +

One thing that stood out for me when just running around was this jump you can do as a scout from trash to battlements. Not sure if it was intentional or how big of a impact it has but it seems neat regardless.

https://www.youtube.com/watch?v=lAB0jDyIUMc

One thing that stood out for me when just running around was this jump you can do as a scout from trash to battlements. Not sure if it was intentional or how big of a impact it has but it seems neat regardless.

https://www.youtube.com/watch?v=lAB0jDyIUMc
17
#17
refresh.tf
12 Frags +
RacsoOne thing that stood out for me when just running around was this jump you can do as a scout from trash to battlements. Not sure if it was intentional or how big of a impact it has but it seems neat regardless.

https://www.youtube.com/watch?v=lAB0jDyIUMc

It was not the intention of the change, but rather a consequence.
If people like it I can keep it, if not I can remove it.

[quote=Racso]One thing that stood out for me when just running around was this jump you can do as a scout from trash to battlements. Not sure if it was intentional or how big of a impact it has but it seems neat regardless.

https://www.youtube.com/watch?v=lAB0jDyIUMc[/quote]
It was not the intention of the change, but rather a consequence.
If people like it I can keep it, if not I can remove it.
18
#18
18 Frags +

Alright, here is some feedback:

- There is a minor visual bug on blu's last that allows you to see people walking main, although you must be quite close to it
- I like that you removed the "invisible path" on spire as it was a bug and you can still play around spire freely, even as scout. But I'm not sure why you made the plateform of spire a single wooden piece because that crack allowed you to see people potentially coming at you and openened possibilities for rather unusual stickytraps ( @ 1:13)
- This vid is also a good example of weird clipping, especially on spire, that can be abused atm and feels very unfair to me. I did'nt had time to check all the spots with stickies just I thought I'd just post it here and let you see what you want to do with it.
- Here is the spot in resup some people talk about before ( you seemed to be unaware that it existed). I'd suggest that we leave it as it is
- Opening the left side of balcony now means that this spot in trash is pretty much dead as it can now be very quickly checked when pushing out. I don't know how to feel about it but I guess you could still hide behind the barrels in grass.
- Also, I thought I'd share that new scout shortcut because I find it pretty interesting
- The last point feels amazing without the vents, exited to see it played now !
- The spots you added in lobby and house are quite obvious but whatever, defending team pushing out of last will still have to clean them
- Red shutter won't open from either sides but I'm sure that's very easely fixed. Also as ZeFrosty pointed out, opening one shutter will open both lower lobby shutters.
- I personnaly like the addition of the tire to access spire. I doesn't break it while allowing scouts without the winger to get to spire without damaging themselves. Still, having the winger makes you 1 or 2 seconds fast, which can sometimes be gamechanging when you need to push very fast and cap asap before the ennemies contest the point.
- The ramp in choke is nice, I'm sure people will eventually come up with creative rollouts or jumps to do with it.

Good stuff all around, thanks for taking the time Collaide.

Edit: Damn some people were faster are reporting some of that stuff :')

Alright, here is some feedback:

- There is a [url=http://imgur.com/a/WrGDf]minor visual bug[/url] on blu's last that allows you to see people walking main, although you must be quite close to it
- I like that you removed the "invisible path" on spire as it was a bug and you can still play around spire freely, even as scout. But I'm not sure why you made the plateform of spire a single wooden piece because that crack allowed you to see people potentially coming at you and openened possibilities for [url=https://www.youtube.com/watch?v=pCGkFF5ftVU]rather unusual stickytraps[/url] ( @ 1:13)
- [url=https://www.youtube.com/watch?v=pCGkFF5ftVU]This vid[/url] is also a good example of weird clipping, especially on spire, that can be abused atm and feels very unfair to me. I did'nt had time to check all the spots with stickies just I thought I'd just post it here and let you see what you want to do with it.
- Here is [url=http://imgur.com/a/cCOQK]the spot in resup[/url] some people talk about before ( you seemed to be unaware that it existed). I'd suggest that we leave it as it is
- Opening the left side of balcony now means that [url=http://imgur.com/a/Fj9b4]this spot in trash[/url] is pretty much dead as it can now be very quickly checked when pushing out. I don't know how to feel about it but I guess you could still hide behind the barrels in grass.
- Also, I thought I'd share [url=https://imgur.com/a/u8ux1]that new scout shortcut[/url] because I find it pretty interesting
- The last point feels amazing without the vents, exited to see it played now !
- The spots you added in lobby and house are quite obvious but whatever, defending team pushing out of last will still have to clean them
- Red shutter won't open from either sides but I'm sure that's very easely fixed. Also as ZeFrosty pointed out, opening one shutter will open both lower lobby shutters.
- I personnaly like the addition of the tire to access spire. I doesn't break it while allowing scouts without the winger to get to spire without damaging themselves. Still, having the winger makes you 1 or 2 seconds fast, which can sometimes be gamechanging when you need to push very fast and cap asap before the ennemies contest the point.
- The ramp in choke is nice, I'm sure people will eventually come up with creative rollouts or jumps to do with it.


Good stuff all around, thanks for taking the time Collaide.

Edit: Damn some people were faster are reporting some of that stuff :')
19
#19
8 Frags +

Just a couple notes about clipping and spots where you shouldn't be able to stand: http://imgur.com/a/nJzlN

Just a couple notes about clipping and spots where you shouldn't be able to stand: http://imgur.com/a/nJzlN
20
#20
30 Frags +

=

=
21
#21
-2 Frags +

what is haunter

what is haunter
22
#22
0 Frags +
RacsoOne thing that stood out for me when just running around was this jump you can do as a scout from trash to battlements. Not sure if it was intentional or how big of a impact it has but it seems neat regardless.

https://www.youtube.com/watch?v=lAB0jDyIUMc

Is this jump possible with the winger only, or can scouts who don't use it get up to that spot?

phobiawhat is haunter

I believe it's ​the same thing as the porch leading out from house but I may be wrong

[quote=Racso]One thing that stood out for me when just running around was this jump you can do as a scout from trash to battlements. Not sure if it was intentional or how big of a impact it has but it seems neat regardless.

https://www.youtube.com/watch?v=lAB0jDyIUMc[/quote]
Is this jump possible with the winger only, or can scouts who don't use it get up to that spot?

[quote=phobia]what is haunter[/quote]
I believe it's ​the same thing as the porch leading out from house but I may be wrong
23
#23
-16 Frags +

Can you turn launchpad into an actual launchpad

Can you turn launchpad into an actual launchpad
24
#24
5 Frags +
KonceptRacsoOne thing that stood out for me when just running around was this jump you can do as a scout from trash to battlements. Not sure if it was intentional or how big of a impact it has but it seems neat regardless.

https://www.youtube.com/watch?v=lAB0jDyIUMc
Is this jump possible with the winger only, or can scouts who don't use it get up to that spot?

Only possible with the winger. While the first jump onto that metal sheet can be done with normal jumps, the second onto balcony would be to high

[quote=Koncept][quote=Racso]One thing that stood out for me when just running around was this jump you can do as a scout from trash to battlements. Not sure if it was intentional or how big of a impact it has but it seems neat regardless.

https://www.youtube.com/watch?v=lAB0jDyIUMc[/quote]
Is this jump possible with the winger only, or can scouts who don't use it get up to that spot?
[/quote]

Only possible with the winger. While the first jump onto that metal sheet can be done with normal jumps, the second onto balcony would be to high
25
#25
4 Frags +
phobiawhat is haunter

The small porch leading from house out to yard.

[quote=phobia]what is haunter[/quote]

The small porch leading from house out to yard.
26
#26
1 Frags +

I feel like the metal beams and lights in the roof of last above point are unnecessary if they are just textures- either have them exist and have collision or not at all.

Very nice changes though I think this will really freshen up the map.

I feel like the metal beams and lights in the roof of last above point are unnecessary if they are just textures- either have them exist and have collision or not at all.

Very nice changes though I think this will really freshen up the map.
27
#27
refresh.tf
5 Frags +
Chronic_But I'm not sure why you made the plateform of spire a single wooden piece because that crack allowed you to see people potentially coming at you and openened possibilities for rather unusual stickytraps ( @ 1:13)
- This vid is also a good example of weird clipping, especially on spire, that can be abused atm and feels very unfair to me. I did'nt had time to check all the spots with stickies just I thought I'd just post it here and let you see what you want to do with it.

Made it into a single platform due to the hole eating rockets a percentage of the time. That sticky trap seems like an unintended feature as well, but I don't know.

Chronic_- Here is the spot in resup some people talk about before ( you seemed to be unaware that it existed). I'd suggest that we leave it as it is

I knew of that spot, Bear said it was above diagonal not resup, which confused me.

Chronic_- The spots you added in lobby and house are quite obvious but whatever, defending team pushing out of last will still have to clean them

My philosophy is making them into gameplay elements rather than bugs. This also makes it easier for new players to learn about them.

[quote=Chronic_]But I'm not sure why you made the plateform of spire a single wooden piece because that crack allowed you to see people potentially coming at you and openened possibilities for [url=https://www.youtube.com/watch?v=pCGkFF5ftVU]rather unusual stickytraps[/url] ( @ 1:13)
- [url=https://www.youtube.com/watch?v=pCGkFF5ftVU]This vid[/url] is also a good example of weird clipping, especially on spire, that can be abused atm and feels very unfair to me. I did'nt had time to check all the spots with stickies just I thought I'd just post it here and let you see what you want to do with it.[/quote]
Made it into a single platform due to the hole eating rockets a percentage of the time. That sticky trap seems like an unintended feature as well, but I don't know.

[quote=Chronic_]- Here is [url=http://imgur.com/a/cCOQK]the spot in resup[/url] some people talk about before ( you seemed to be unaware that it existed). I'd suggest that we leave it as it is[/quote]
I knew of that spot, Bear said it was above diagonal not resup, which confused me.

[quote=Chronic_]- The spots you added in lobby and house are quite obvious but whatever, defending team pushing out of last will still have to clean them[/quote]
My philosophy is making them into gameplay elements rather than bugs. This also makes it easier for new players to learn about them.
28
#28
-5 Frags +

Not knowing what Haunter is NotLikeThis

Not knowing what Haunter is NotLikeThis
29
#29
36 Frags +

IMO you should remove the new jump from trash to battlements. Just another buff to scout and easy backcap route.

IMO you should remove the new jump from trash to battlements. Just another buff to scout and easy backcap route.
30
#30
16 Frags +

http://imgur.com/a/stgUz

unintentional spot i think

http://imgur.com/a/stgUz

unintentional spot i think
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