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Koth_Synthetic
1
#1
0 Frags +

Synthetic is a King of the hill map with asymmetrical detailing and 2nd place winner of the Meet your Map competitive mapping competition. The map has been designed from the ground up for competitive play taking inspirations from multiple comp maps such as product, arctic, and coalplant.

*Release Candidate 2 change-log*
-clipping fixes
-detail changes
-lighting improvements
-moved signs at mid to help flow while still giving cover

*Release Candidate 1 change-log*
-detail pass
-lighting pass
-clipping pass

*Beta 31 change-log*
-clipped some edges and closed off that odd spot on top of the barrels under the big pipes by mid
-changed detailing to use more uniform details on blu side as well as try to make it feel more farm like
-slightly changed lighting to help with shadows
-edited displacements to lower the amount of flower sprites throughout the map so it's not so ridiculous looking

*Beta 29 change-log*
-on the suggestion of some people, I've changed the ground texture to something that'll make the buildings "pop" a bit more. Not 100% sure about it but we'll see how people like it
-lighting changes to fit new ground texture
-detailing around the map and 3d skybox
-fixed z-fighting issues
-clipping fixes

*Beta 28 change-log*
-changed light bulb props on walls on red side
-moved capture point sight at mid to try and create some more cover in that area
-lengthened ramp on pipe at upper mid area

*Beta 27 change-log*
-detailing
-optimization
-lighting overpass to try and make things less grey
-changed grates at mid point
-other stuff I don't remember but changed.

*Beta 25 change-log*
-changed upper area by point to stop a wicked nasty sightline
-added occluders to try and optimize the map
-detailing

*Beta 24 change-log*
-changed right path out of first transitional building to try to make it more useful
-detailing
-attempts at optimization (though probably didn't work cause I have no idea what I'm doing
-fixed explosions going through grate at mid, checked it too so it's good
-moved health and ammo by 1st transitional building
-changed sun angle and brighten the inside of some buildings to make things easier to see
-it's a small world after all

*Beta 23 change-log*
-attempted to make the point a stronger area
-shortened stairs to lower room in order to give the point more visability
-changed jump path to upper areas by point to remove heavy head glitch area
-added grates at point so players can see into the underground tunnels
-moved around walls and doors on side paths at mid to lessen how powerful it is while blocking cheeky sightlines
-removed barrel clusters on the side of the 2nd transitional building to make that area feel less cluttered
-fixed the bug causing a stupidly large file size

*Beta 22 change-log*
-removed some barrels from mid to try and up it's fps
-edited skybox to remove uneven areas around mid and 2nd transitional buildings
-other optimization
-editing some detailing and sharpened shadows around the map to make it look all nice n pretty n stuff
-changed respawn times for capping mid. The team who is defending mid now has a 10 sec respawn while attackers have a 4 sec respawn. This will hopefully lead to some better back and forth with the point.
-fixed clipping issues throughout the map
-fixed windows to sniper roof on the 2nd traditional buildings not being mirrored correctly
-Big thanks to Beater for hosting a competitive test for the last version
-Fixed long windows on 2nd transitional building on red side being clipped when they where supposed to be open (also thought about combining the windows together but didn't like the result)

*Beta 21 change-log*
-changed mid to not be so cramped
-moved around stairs to lower mid flank
-changed side buildings by point in an attempt to change attacker and defender dynamic
-reopened room by mid in 2nd transitional building

*Beta 20 change-log*
-compiled with clip brushes TURN ON FOR REAL THIS TIME!
-added cover to mid
-changed inside of mid side buildings
-detailing
-optimization attempts
-the dev brushes are on purpose cause idk if I'll keep that area in the 2nd transitional building closed. Will only know with testing

*Beta 19 change-log*
-changed that drop down thing in the 1st transitional building again so it's not ugly and dump, should also help with optimization now
-closed window at upper mid area so it can now only be shot through instead of walked through
-added some cover to fix odd sentry spot in buildings by mid point
-closed in bottom path of 2nd transitional building as to get rid of some dead space and funnel players towards health and ammo pack locations, this should also help with optimization
-moved around health and ammo packs to be more focused around the open areas by the 2nd transitional building
-minor detailing
-replaced pipes at mid with more modular models so I can rotate them and make them look more natural
-a bit of optimization
-redid lighting across the map to try and make things less grey and dull
-fixed light bleed by red spawn
-other this and that things
-improved some clipping

*Beta 18 change-log*
-changed upper mid area to be smaller so it's less useful to defenders while still being useful to attackers
-detailing
-added ramp to railing in first transitional building in replace of arrow sign that was there a while ago
-pushed back area under railing and ramp in 1st transitonal building (both this and the last update are done in order to restore cover to that area that was lost when the arrow sign was removed while making player routes through that area smoother)
-some other things I don't remember, what am I a computer?
-some displacement work to fit the changed mid area

*Beta 17 is now available*
-edited detailing of 2nd transitional buildings to make them a more similar to decrease asymmetrical rocket jumping abilities.
-added cover to upper platforms at mid
-lowered point "hill" area a bit
-edited mid point to fit the new height
-edited some textures on side buildings by mid
-changed background detail in first transitional buildings to look more like they are outside the play space
-fixed clipping issues around the map
-changed that sign Defcon doesn't like
-added small path from pipes at upper area by mid around the side of the building
-changed doorway to 2nd transitional building courtyard from upper area by mid to block a sight line
-made in bounds foliage props non-solid
-figured out how to add detail sprites for displacements, so the map has those now
-attempted to make the sign jump at mid more obvious
-changed red 1st transitional building exterior's roofs in order to fix brushes not rendering when they where supposed to

Download: https://tf2maps.net/downloads/synthetic.5573/download?version=16521
TF2maps thread: https://tf2maps.net/downloads/synthetic.5573/

Synthetic is a King of the hill map with asymmetrical detailing and 2nd place winner of the Meet your Map competitive mapping competition. The map has been designed from the ground up for competitive play taking inspirations from multiple comp maps such as product, arctic, and coalplant.

*Release Candidate 2 change-log*
-clipping fixes
-detail changes
-lighting improvements
-moved signs at mid to help flow while still giving cover

*Release Candidate 1 change-log*
-detail pass
-lighting pass
-clipping pass

*Beta 31 change-log*
-clipped some edges and closed off that odd spot on top of the barrels under the big pipes by mid
-changed detailing to use more uniform details on blu side as well as try to make it feel more farm like
-slightly changed lighting to help with shadows
-edited displacements to lower the amount of flower sprites throughout the map so it's not so ridiculous looking

*Beta 29 change-log*
-on the suggestion of some people, I've changed the ground texture to something that'll make the buildings "pop" a bit more. Not 100% sure about it but we'll see how people like it
-lighting changes to fit new ground texture
-detailing around the map and 3d skybox
-fixed z-fighting issues
-clipping fixes

*Beta 28 change-log*
-changed light bulb props on walls on red side
-moved capture point sight at mid to try and create some more cover in that area
-lengthened ramp on pipe at upper mid area

*Beta 27 change-log*
-detailing
-optimization
-lighting overpass to try and make things less grey
-changed grates at mid point
-other stuff I don't remember but changed.

*Beta 25 change-log*
-changed upper area by point to stop a wicked nasty sightline
-added occluders to try and optimize the map
-detailing

*Beta 24 change-log*
-changed right path out of first transitional building to try to make it more useful
-detailing
-attempts at optimization (though probably didn't work cause I have no idea what I'm doing
-fixed explosions going through grate at mid, checked it too so it's good
-moved health and ammo by 1st transitional building
-changed sun angle and brighten the inside of some buildings to make things easier to see
-it's a small world after all

*Beta 23 change-log*
-attempted to make the point a stronger area
-shortened stairs to lower room in order to give the point more visability
-changed jump path to upper areas by point to remove heavy head glitch area
-added grates at point so players can see into the underground tunnels
-moved around walls and doors on side paths at mid to lessen how powerful it is while blocking cheeky sightlines
-removed barrel clusters on the side of the 2nd transitional building to make that area feel less cluttered
-fixed the bug causing a stupidly large file size

*Beta 22 change-log*
-removed some barrels from mid to try and up it's fps
-edited skybox to remove uneven areas around mid and 2nd transitional buildings
-other optimization
-editing some detailing and sharpened shadows around the map to make it look all nice n pretty n stuff
-changed respawn times for capping mid. The team who is defending mid now has a 10 sec respawn while attackers have a 4 sec respawn. This will hopefully lead to some better back and forth with the point.
-fixed clipping issues throughout the map
-fixed windows to sniper roof on the 2nd traditional buildings not being mirrored correctly
-Big thanks to Beater for hosting a competitive test for the last version
-Fixed long windows on 2nd transitional building on red side being clipped when they where supposed to be open (also thought about combining the windows together but didn't like the result)

*Beta 21 change-log*
-changed mid to not be so cramped
-moved around stairs to lower mid flank
-changed side buildings by point in an attempt to change attacker and defender dynamic
-reopened room by mid in 2nd transitional building

*Beta 20 change-log*
-compiled with clip brushes TURN ON FOR REAL THIS TIME!
-added cover to mid
-changed inside of mid side buildings
-detailing
-optimization attempts
-the dev brushes are on purpose cause idk if I'll keep that area in the 2nd transitional building closed. Will only know with testing

*Beta 19 change-log*
-changed that drop down thing in the 1st transitional building again so it's not ugly and dump, should also help with optimization now
-closed window at upper mid area so it can now only be shot through instead of walked through
-added some cover to fix odd sentry spot in buildings by mid point
-closed in bottom path of 2nd transitional building as to get rid of some dead space and funnel players towards health and ammo pack locations, this should also help with optimization
-moved around health and ammo packs to be more focused around the open areas by the 2nd transitional building
-minor detailing
-replaced pipes at mid with more modular models so I can rotate them and make them look more natural
-a bit of optimization
-redid lighting across the map to try and make things less grey and dull
-fixed light bleed by red spawn
-other this and that things
-improved some clipping

*Beta 18 change-log*
-changed upper mid area to be smaller so it's less useful to defenders while still being useful to attackers
-detailing
-added ramp to railing in first transitional building in replace of arrow sign that was there a while ago
-pushed back area under railing and ramp in 1st transitonal building (both this and the last update are done in order to restore cover to that area that was lost when the arrow sign was removed while making player routes through that area smoother)
-some other things I don't remember, what am I a computer?
-some displacement work to fit the changed mid area

*Beta 17 is now available*
-edited detailing of 2nd transitional buildings to make them a more similar to decrease asymmetrical rocket jumping abilities.
-added cover to upper platforms at mid
-lowered point "hill" area a bit
-edited mid point to fit the new height
-edited some textures on side buildings by mid
-changed background detail in first transitional buildings to look more like they are outside the play space
-fixed clipping issues around the map
-changed that sign Defcon doesn't like
-added small path from pipes at upper area by mid around the side of the building
-changed doorway to 2nd transitional building courtyard from upper area by mid to block a sight line
-made in bounds foliage props non-solid
-figured out how to add detail sprites for displacements, so the map has those now
-attempted to make the sign jump at mid more obvious
-changed red 1st transitional building exterior's roofs in order to fix brushes not rendering when they where supposed to

Download: https://tf2maps.net/downloads/synthetic.5573/download?version=16521
TF2maps thread: https://tf2maps.net/downloads/synthetic.5573/
2
#2
1 Frags +

love the look of it. has it been tested in competitive play?

love the look of it. has it been tested in competitive play?
3
#3
3 Frags +
tonylove the look of it. has it been tested in competitive play?

Yes. It is a great koth map.
The only issue I might think of is some kind of areas that are never used during the gameplay.

[quote=tony]love the look of it. has it been tested in competitive play?[/quote]
Yes. It is a great koth map.
The only issue I might think of is some kind of areas that are never used during the gameplay.
4
#4
3 Frags +

Played it today in a dmix, found it really fun and has a lot of potential. Really want to play it again and hope it's considered in the future

1 thing I would consider is letting soldiers on top of the yellow pipes by point. Playing roamer it felt like there wasn't a good spot to stand in defending from behind the point. If you stand on the right side (either way) you're useless if nobody goes under and if you go on the ledge the pocket goes on then you both eat the same spam. Could do with somewhere else to stand.

Played it today in a dmix, found it really fun and has a lot of potential. Really want to play it again and hope it's considered in the future

1 thing I would consider is letting soldiers on top of the yellow pipes by point. Playing roamer it felt like there wasn't a good spot to stand in defending from behind the point. If you stand on the right side (either way) you're useless if nobody goes under and if you go on the ledge the pocket goes on then you both eat the same spam. Could do with somewhere else to stand.
5
#5
21 Frags +

After doing a map lookover, this is what Bowl, exa, and I found.
edit: i am inexperienced at posting and this post might not be formatted correctly :(

These health packs should be switched. Looking towards the point there is one on the far left so the medium pack should be on the far right instead of in the middle.

https://i.imgur.com/hDM1yHx.jpg

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

Can splash through all of this??

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

https://i.imgur.com/W9Gt647.jpg

https://i.imgur.com/INqUG20.jpg

Funny sightline when other team is hugging the wall trying to get to point

https://i.imgur.com/sfsxDZJ.png

Mid feels kinda cramped because of this block

https://i.imgur.com/31Im479.jpg

I can shoot through this while standing on the light switch effectively corner peeking as sniper where I'm pretty much not visible

https://i.imgur.com/bJhRB1Y.png

Questioning why you can stand on this

https://i.imgur.com/26FoytO.jpg

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

but not the light

https://i.imgur.com/egBv1w2.jpg

Following stuff should be nocollided

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

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

https://i.imgur.com/PkXMlG4.jpg

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

https://i.imgur.com/R1XFYOH.jpg

https://i.imgur.com/QanN7Q4.jpg

also lightswitch on door??

Stuff that should definitely be fixed relating to clipping/brushes

https://i.imgur.com/iIFm4El.jpg

https://i.imgur.com/n39BMGs.png

https://i.imgur.com/9TlGoOg.png

https://i.imgur.com/KQ0wY4H.png

https://i.imgur.com/11vI87i.png

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

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

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

https://i.imgur.com/aPBI9zd.jpg

cannot stand on awnings but can stand on window

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

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

this is major because you can get outside the map

https://i.imgur.com/3yzMDaD.jpg

https://i.imgur.com/bmoYF61.png

can stand on the brush

After doing a map lookover, this is what Bowl, exa, and I found.
edit: i am inexperienced at posting and this post might not be formatted correctly :(



These health packs should be switched. Looking towards the point there is one on the far left so the medium pack should be on the far right instead of in the middle.
[img]https://i.imgur.com/hDM1yHx.jpg[/img]
[img]https://i.imgur.com/uBiTDlz.jpg[/img]



Can splash through all of this??
[img]https://i.imgur.com/nYQqJOg.jpg[/img]
[img]https://i.imgur.com/W9Gt647.jpg[/img]
[img]https://i.imgur.com/INqUG20.jpg[/img]



Funny sightline when other team is hugging the wall trying to get to point
[img]https://i.imgur.com/sfsxDZJ.png[/img]



Mid feels kinda cramped because of this block
[img]https://i.imgur.com/31Im479.jpg[/img]



I can shoot through this while standing on the light switch effectively corner peeking as sniper where I'm pretty much not visible
[img]https://i.imgur.com/bJhRB1Y.png[/img]



Questioning why you can stand on this
[img]https://i.imgur.com/26FoytO.jpg[/img]
[img]https://i.imgur.com/mOyQChf.jpg[/img]
but not the light
[img]https://i.imgur.com/egBv1w2.jpg[/img]



Following stuff should be nocollided
[img]https://i.imgur.com/yaJgUkm.jpg[/img]
[img]https://i.imgur.com/oQsEnva.jpg[/img]
[img]https://i.imgur.com/PkXMlG4.jpg[/img]
[img]https://i.imgur.com/TgTvLTC.jpg[/img]
[img]https://i.imgur.com/R1XFYOH.jpg[/img]
[img]https://i.imgur.com/QanN7Q4.jpg[/img] also lightswitch on door??



Stuff that should definitely be fixed relating to clipping/brushes
[img]https://i.imgur.com/iIFm4El.jpg[/img]
[img]https://i.imgur.com/n39BMGs.png[/img]
[img]https://i.imgur.com/9TlGoOg.png[/img]
[img]https://i.imgur.com/KQ0wY4H.png[/img]
[img]https://i.imgur.com/11vI87i.png[/img]
[img]https://i.imgur.com/PjwKyrW.jpg[/img]
[img]https://i.imgur.com/QXUkPnr.jpg[/img]
[img]https://i.imgur.com/bpxmyzM.jpg[/img]
[img]https://i.imgur.com/aPBI9zd.jpg[/img] cannot stand on awnings but can stand on window
[img]https://i.imgur.com/ulYuVNO.jpg[/img]
[img]https://i.imgur.com/VTAczxb.jpg[/img] this is major because you can get outside the map [img]https://i.imgur.com/3yzMDaD.jpg[/img]
[img]https://i.imgur.com/bmoYF61.png[/img] can stand on the brush
6
#6
2 Frags +

map is fun, played half a pug in it today

map is fun, played half a pug in it today
7
#7
4 Frags +

This map owns, hope it makes it into the next etf2l season

This map owns, hope it makes it into the next etf2l season
8
#8
7 Frags +

Updated to Beta 14
You can read the changelog or watch this vid to see what's new

https://www.youtube.com/watch?v=T7A5m4-K-tg

Updated to Beta 14
You can read the changelog or watch this vid to see what's new
[youtube]https://www.youtube.com/watch?v=T7A5m4-K-tg[/youtube]
9
#9
7 Frags +

few minor things we found

can stay up on the following if crouched

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

https://i.imgur.com/lipN1k6.jpg

any class that can get up here can walk on this

https://i.imgur.com/oNwm0sU.jpg

add sign here unless this sightline was intended

https://i.imgur.com/64Yh2fE.jpg

https://i.imgur.com/RjpqQeF.png

overall the map looks good, keep up the good work

few minor things we found

can stay up on the following if crouched
[img]https://i.imgur.com/FGQUVGl.jpg[/img]
[img]https://i.imgur.com/lipN1k6.jpg[/img]

any class that can get up here can walk on this
[img]https://i.imgur.com/oNwm0sU.jpg[/img]

add sign here unless this sightline was intended
[img]https://i.imgur.com/64Yh2fE.jpg[/img]
[img]https://i.imgur.com/RjpqQeF.png[/img]

overall the map looks good, keep up the good work
10
#10
6 Frags +

These two buildings are different. One being taller than the other is significant since a taller wall allows higher wall jumps.
https://imgur.com/Ign5bKO
https://imgur.com/SRx5MOx

These lights are a little too intense imo.
https://imgur.com/eOtJwYP

One of the more frustrating aspects of this map is that it's pretty difficult to properly call a playing running through the underneath passages. Whenever someone calls an enemy going "under" you have no idea which side he is talking about. Designating the areas as "left" and "right" is also often confusing since it depends on which direction the player is currently facing, so what i would like to suggest is that you make the two lower passages visually distinct, so that they can easily be identified when making calls.
If you made one tunnel have flowers and grass, and the other have a bunch of mechanical equipment, just to give a random example, you would be able to say something like "scout under in flowers/workshop"
It is, of course, important that the two areas are actually the same from a game-play perspective.

These two buildings are different. One being taller than the other is significant since a taller wall allows higher wall jumps.
https://imgur.com/Ign5bKO
https://imgur.com/SRx5MOx

These lights are a little too intense imo.
https://imgur.com/eOtJwYP


One of the more frustrating aspects of this map is that it's pretty difficult to properly call a playing running through the underneath passages. Whenever someone calls an enemy going "under" you have no idea which side he is talking about. Designating the areas as "left" and "right" is also often confusing since it depends on which direction the player is currently facing, so what i would like to suggest is that you make the two lower passages visually distinct, so that they can easily be identified when making calls.
If you made one tunnel have flowers and grass, and the other have a bunch of mechanical equipment, just to give a random example, you would be able to say something like "scout under in flowers/workshop"
It is, of course, important that the two areas are actually the same from a game-play perspective.
11
#11
1 Frags +
Beater*snip*

Thanks for the feedback. I'll see about making the tunnels more visually distinct but couldn't you just say Blue Tunnel or Red Tunnel for an easy call out?

[quote=Beater]*snip*[/quote]

Thanks for the feedback. I'll see about making the tunnels more visually distinct but couldn't you just say Blue Tunnel or Red Tunnel for an easy call out?
12
#12
2 Frags +

Yeah you could probably get away with calling them red and blue tunnel. If you just make it so that color is easily recognizable from the outside that would probably be enough.

I have some further nitpicks for you:

https://imgur.com/OaZx92y
You can bump your head on these supports that cross the roof. Trying to jump through the corridor only to be stopped dead in your tracks is really frustrating.

https://imgur.com/XAWWHqH
you often want to jump out of this tunnel exit as a soldier, but it's extremely easy to hit the door frame and just stop, so I'd like to see the exit kind "smoothed out" so that even if you jump isn't 100% accurate you would still make it outside. Don't narrow the tunnel though, that would be a bad idea. Just mess with the exit part.

https://imgur.com/ybv0BMh
https://imgur.com/Oty991b
You can stand on the edge of this roof outside of blu spawn.

https://imgur.com/lqh2kKE
https://imgur.com/TpbxoxP
Clipping in this corner is pretty wonky. This is as close as I was able to get to the fence. It's the same on both sides of the map.

https://imgur.com/iC9EIpx
It's pretty difficult to replicate, but I was able to damage myself through this awning while I was standing on top of it and had stickies placed underneath. I think there might be a tiny gap near the wall or something. Both awnings on middle had this issue

Yeah you could probably get away with calling them red and blue tunnel. If you just make it so that color is easily recognizable from the outside that would probably be enough.

I have some further nitpicks for you:

https://imgur.com/OaZx92y
You can bump your head on these supports that cross the roof. Trying to jump through the corridor only to be stopped dead in your tracks is really frustrating.

https://imgur.com/XAWWHqH
you often want to jump out of this tunnel exit as a soldier, but it's extremely easy to hit the door frame and just stop, so I'd like to see the exit kind "smoothed out" so that even if you jump isn't 100% accurate you would still make it outside. Don't narrow the tunnel though, that would be a bad idea. Just mess with the exit part.

https://imgur.com/ybv0BMh
https://imgur.com/Oty991b
You can stand on the edge of this roof outside of blu spawn.

https://imgur.com/lqh2kKE
https://imgur.com/TpbxoxP
Clipping in this corner is pretty wonky. This is as close as I was able to get to the fence. It's the same on both sides of the map.

https://imgur.com/iC9EIpx
It's pretty difficult to replicate, but I was able to damage myself through this awning while I was standing on top of it and had stickies placed underneath. I think there might be a tiny gap near the wall or something. Both awnings on middle had this issue
13
#13
0 Frags +

Beta 15 is now live! Thanks for all the feedback so far everyone :D

https://tf2maps.net/downloads/synthetic.5573/download?version=14374

Beta 15 is now live! Thanks for all the feedback so far everyone :D

https://tf2maps.net/downloads/synthetic.5573/download?version=14374
14
#14
1 Frags +

Beta 15 had some basic issues that needed to be fixed, Beta 16 is now live:

https://tf2maps.net/downloads/synthetic.5573/download?version=14390

Beta 15 had some basic issues that needed to be fixed, Beta 16 is now live:

https://tf2maps.net/downloads/synthetic.5573/download?version=14390
15
#15
1 Frags +

can u please add koto jabdah music to this game it s written on syntheticsizer

https://m.youtube.com/watch?v=FwG5j9KdHWk its my favortie song

can u please add koto jabdah music to this game it s written on syntheticsizer

https://m.youtube.com/watch?v=FwG5j9KdHWk its my favortie song
16
#16
2 Frags +

Updated to Beta 17! Check the top post for a change log:
https://tf2maps.net/downloads/synthetic.5573/download?version=14454

Updated to Beta 17! Check the top post for a change log:
https://tf2maps.net/downloads/synthetic.5573/download?version=14454
17
#17
1 Frags +

Heared essentials wanna test some maps after lan, this one being up there for consideration, still quite some time til then so get some mixes going to give good criticism for this map so its as good as possible then

Looked like a lot of fun in beaters cup, looking forward to more

Heared essentials wanna test some maps after lan, this one being up there for consideration, still quite some time til then so get some mixes going to give good criticism for this map so its as good as possible then

Looked like a lot of fun in beaters cup, looking forward to more
18
#18
3 Frags +

Video Change log for b17

https://www.youtube.com/watch?v=z80jdRuSZl8&lc=z23sg5czkpeqwngtgacdp430lbxuur1wowt0outtdtlw03c010c&ab_channel=MegapiemanPHD

Video Change log for b17
[youtube]https://www.youtube.com/watch?v=z80jdRuSZl8&lc=z23sg5czkpeqwngtgacdp430lbxuur1wowt0outtdtlw03c010c&ab_channel=MegapiemanPHD[/youtube]
19
#19
4 Frags +

Beta 18 is now live

https://tf2maps.net/downloads/synthetic.5573/download?version=14574

Beta 18 is now live

https://tf2maps.net/downloads/synthetic.5573/download?version=14574
20
#20
3 Frags +

I'm hoping to get this map into full release within the next few versions and, as such, need all yall peoples to nitpick it to death so I can find everything that needs fixed and make it as good as possible before that final release. So rip the map a new one, please....just be kind about it.

I'm hoping to get this map into full release within the next few versions and, as such, need all yall peoples to nitpick it to death so I can find everything that needs fixed and make it as good as possible before that final release. So rip the map a new one, please....just be kind about it.
21
#21
3 Frags +

Beta 19 is live

https://tf2maps.net/downloads/synthetic.5573/download?version=14703

Beta 19 is live

https://tf2maps.net/downloads/synthetic.5573/download?version=14703
22
#22
1 Frags +

The download is still b18. Here's a little nitpick:

You can stand on this window frame and I don't think that is intentional. That being said it is a fantastic spam spot for soldiers! Oh, and the wall is taller on RED side.
https://imgur.com/5jBV4Rz
https://imgur.com/weR2iCC

The clipping on the stairs leading up to this high ground is also shoddy on BLU's side:
https://imgur.com/fUTooot

I hope I can get some play-tests in soon so that I can give some good, proper feedback

The download is still b18. Here's a little nitpick:

You can stand on this window frame and I don't think that is intentional. That being said it is a fantastic spam spot for soldiers! Oh, and the wall is taller on RED side.
https://imgur.com/5jBV4Rz
https://imgur.com/weR2iCC

The clipping on the stairs leading up to this high ground is also shoddy on BLU's side:
https://imgur.com/fUTooot

I hope I can get some play-tests in soon so that I can give some good, proper feedback
23
#23
0 Frags +
BeaterThe download is still b18. Here's a little nitpick:

You can stand on this window frame and I don't think that is intentional. That being said it is a fantastic spam spot for soldiers! Oh, and the wall is taller on RED side.
https://imgur.com/5jBV4Rz
https://imgur.com/weR2iCC

The clipping on the stairs leading up to this high ground is also shoddy on BLU's side:
https://imgur.com/fUTooot

I hope I can get some play-tests in soon so that I can give some good, proper feedback

Thanks for the feedback and the heads up. I have updated the link to be for b19, sorry about that.

[quote=Beater]The download is still b18. Here's a little nitpick:

You can stand on this window frame and I don't think that is intentional. That being said it is a fantastic spam spot for soldiers! Oh, and the wall is taller on RED side.
https://imgur.com/5jBV4Rz
https://imgur.com/weR2iCC

The clipping on the stairs leading up to this high ground is also shoddy on BLU's side:
https://imgur.com/fUTooot

I hope I can get some play-tests in soon so that I can give some good, proper feedback[/quote]
Thanks for the feedback and the heads up. I have updated the link to be for b19, sorry about that.
24
#24
0 Frags +

I think you forgot like a checkbox or something when you compiled this latest version. You can literally get out of bounds everywhere and get on top of all building on the entire map:
https://imgur.com/ghnalyV
https://imgur.com/bvHpQns
https://imgur.com/2uAvrhN
https://imgur.com/t94jhKf

I'm not sure if it's related, but these wooden ladders have no collision and all the stairs inside of both houses have really weird clipping.
https://imgur.com/yB7WOyP

I think you forgot like a checkbox or something when you compiled this latest version. You can literally get out of bounds everywhere and get on top of all building on the entire map:
https://imgur.com/ghnalyV
https://imgur.com/bvHpQns
https://imgur.com/2uAvrhN
https://imgur.com/t94jhKf

I'm not sure if it's related, but these wooden ladders have no collision and all the stairs inside of both houses have really weird clipping.
https://imgur.com/yB7WOyP
25
#25
1 Frags +
Beater*snip*

Yup, the tools brush visgroup was accidentally left off so there are no clip brushes. This link leads to a fixed version:

https://tf2maps.net/downloads/synthetic.5573/download?version=14703

[quote=Beater]*snip*[/quote]

Yup, the tools brush visgroup was accidentally left off so there are no clip brushes. This link leads to a fixed version:

https://tf2maps.net/downloads/synthetic.5573/download?version=14703
26
#26
1 Frags +

Clipping is still off

Clipping is still off
27
#27
2 Frags +

OK, forget beta 19. Beta 19 didn't happen, we're on Beta 20 now and I hope to god the dang clip brushes compile as ON this time -__-

https://tf2maps.net/downloads/synthetic.5573/download?version=14890

OK, forget beta 19. Beta 19 didn't happen, we're on Beta 20 now and I hope to god the dang clip brushes compile as ON this time -__-

https://tf2maps.net/downloads/synthetic.5573/download?version=14890
28
#28
2 Frags +

Beta 21 is live and features another rework of the point
https://tf2maps.net/downloads/synthetic.5573/download?version=15890

Beta 21 is live and features another rework of the point
https://tf2maps.net/downloads/synthetic.5573/download?version=15890
29
#29
2 Frags +

Apologies for not getting any proper testing done for a while, but hopefully with i63 done and dusted and season 31 coming up, people should be more motivated to test out your map. Here are some minor things I spotted while running around on the map:

You can jump through the windows on RED side, but not on BLU. I think you should definitely be able to use the windows, and I also think it should just be one big window since the separation of the windows makes it really easy to mess up jumps through them, which is frustrating.
https://imgur.com/B5NQbPg
https://imgur.com/nqOZ7FB

These two exits to the slanted roof aren't properly mirrored, and you can sit on top of the window frame. This is actually a pretty big deal since the RED window spot is a great spam spot for a soldier while the BLU side is very difficult to make use of. If you want people to be able to sit on top of these windows you should make that more visually apparent.
https://imgur.com/pOj4g0r
https://imgur.com/rDqHzku

And finally, I think these entrances to the room near middle are a bit too tight. The room is cramped enough as it is already.
https://imgur.com/CIUNMVH

Apologies for not getting any proper testing done for a while, but hopefully with i63 done and dusted and season 31 coming up, people should be more motivated to test out your map. Here are some minor things I spotted while running around on the map:

You can jump through the windows on RED side, but not on BLU. I think you should definitely be able to use the windows, and I also think it should just be one big window since the separation of the windows makes it really easy to mess up jumps through them, which is frustrating.
https://imgur.com/B5NQbPg
https://imgur.com/nqOZ7FB

These two exits to the slanted roof aren't properly mirrored, and you can sit on top of the window frame. This is actually a pretty big deal since the RED window spot is a great spam spot for a soldier while the BLU side is very difficult to make use of. If you want people to be able to sit on top of these windows you should make that more visually apparent.
https://imgur.com/pOj4g0r
https://imgur.com/rDqHzku

And finally, I think these entrances to the room near middle are a bit too tight. The room is cramped enough as it is already.
https://imgur.com/CIUNMVH
30
#30
2 Frags +

Version b22 is now live, unless there are any really big issues, the next version should be rc1 so get your feedback in if you have any.

https://tf2maps.net/downloads/synthetic.5573/download?version=16063

Version b22 is now live, unless there are any really big issues, the next version should be rc1 so get your feedback in if you have any.

https://tf2maps.net/downloads/synthetic.5573/download?version=16063
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