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cp_logjam (5CP)
361
#361
2 Frags +

Loving the changes. Looks great. I would be so grateful if somebody could put out some updated rollout videos for this.

Loving the changes. Looks great. I would be so grateful if somebody could put out some updated rollout videos for this.
362
#362
2 Frags +

Hyce -
I just wanted to let you know that Power Pugs will be playing this map on 'New Map Saturday's' this coming weekend 12/26/2015. The map will be played a couple of times throughout the day within our current rotation and we will be taking time after the map is played for players to come give input regarding the map.

WPJ
Power Pugs

Hyce -
I just wanted to let you know that Power Pugs will be playing this map on 'New Map Saturday's' this coming weekend 12/26/2015. The map will be played a couple of times throughout the day within our current rotation and we will be taking time after the map is played for players to come give input regarding the map.

WPJ
Power Pugs
363
#363
4 Frags +

Thanks for the notice WPJ. I appreciate you guys running the map in your pugs!

Anyhoo- here's what I've been up to the past few days, taking a look into a few issues with 2nd- choke and lobby. I haven't touched choke yet. It's going to need quite a bit of work. I looked into lobby and I've got a rough idea for what I want. Pictures below. Every entrance coming out of lobby from last going into 2nd comes out at a disadvantage, so this is an attempt to give a place to push from onto spire with a slight advantage.

These are just rough ideas:

http://i.imgur.com/GzChTRf.jpg

http://i.imgur.com/zXSlcbu.jpg

http://i.imgur.com/IJzv2DJ.jpg

http://i.imgur.com/ELn3Rzf.jpg

Should see RC2 by January. I've come too far with this map to not make something out of it.

Thanks for the notice WPJ. I appreciate you guys running the map in your pugs!

Anyhoo- here's what I've been up to the past few days, taking a look into a few issues with 2nd- choke and lobby. I haven't touched choke yet. It's going to need quite a bit of work. I looked into lobby and I've got a rough idea for what I want. Pictures below. Every entrance coming out of lobby from last going into 2nd comes out at a disadvantage, so this is an attempt to give a place to push from onto spire with a slight advantage.

These are just rough ideas:
[img]http://i.imgur.com/GzChTRf.jpg[/img]
[img]http://i.imgur.com/zXSlcbu.jpg[/img]
[img]http://i.imgur.com/IJzv2DJ.jpg[/img]
[img]http://i.imgur.com/ELn3Rzf.jpg[/img]

Should see RC2 by January. I've come too far with this map to not make something out of it.
364
#364
2 Frags +
HyceThanks for the notice WPJ. I appreciate you guys running the map in your pugs!

Anyhoo- here's what I've been up to the past few days, taking a look into a few issues with 2nd- choke and lobby. I haven't touched choke yet. It's going to need quite a bit of work. I looked into lobby and I've got a rough idea for what I want. Pictures below. Every entrance coming out of lobby from last going into 2nd comes out at a disadvantage, so this is an attempt to give a place to push from onto spire with a slight advantage.

These are just rough ideas:
http://i.imgur.com/GzChTRf.jpg
http://i.imgur.com/zXSlcbu.jpg
http://i.imgur.com/IJzv2DJ.jpg
http://i.imgur.com/ELn3Rzf.jpg

Should see RC2 by January. I've come too far with this map to not make something out of it.

Loved logjam since the first time I played it, the changes look great and I hope this map gets more popular. Keep up the great work!

[quote=Hyce]Thanks for the notice WPJ. I appreciate you guys running the map in your pugs!

Anyhoo- here's what I've been up to the past few days, taking a look into a few issues with 2nd- choke and lobby. I haven't touched choke yet. It's going to need quite a bit of work. I looked into lobby and I've got a rough idea for what I want. Pictures below. Every entrance coming out of lobby from last going into 2nd comes out at a disadvantage, so this is an attempt to give a place to push from onto spire with a slight advantage.

These are just rough ideas:
[img]http://i.imgur.com/GzChTRf.jpg[/img]
[img]http://i.imgur.com/zXSlcbu.jpg[/img]
[img]http://i.imgur.com/IJzv2DJ.jpg[/img]
[img]http://i.imgur.com/ELn3Rzf.jpg[/img]

Should see RC2 by January. I've come too far with this map to not make something out of it.[/quote]

Loved logjam since the first time I played it, the changes look great and I hope this map gets more popular. Keep up the great work!
365
#365
2 Frags +

As promised here's a quick look at the rough idea for choke in RC2:

http://i.imgur.com/n7CMCZS.jpg

http://i.imgur.com/cIzeD3q.jpg

http://i.imgur.com/2guDbGA.jpg

http://i.imgur.com/ylPO80L.jpg

http://i.imgur.com/vp0zata.jpg

http://i.imgur.com/N0sJWmB.jpg

I wanted to get rid of the natural rock cover to make a distinction between choke and cave, thus the little bridge to prevent bombing from a million miles above.

I have removed the little connector between cave and choke- it seemed that there was no nice way to have it set up with sightlines being right to have it there anymore. Plus, with how I moved cave's entrance on 2nd much closer I don't think it was as necessary- cave used to be a huge long connector and that cut it in half- now that it's lost most of it's length I think cave should be fine without the door to choke.

I also made the middle of choke the high ground- after doing lots of analyzing and looking around it's pretty clear why this is really the best option- limiting sight, keeping the lines of the map fluid, without giving either team a distinct advantage. There's a few sniper sightlines that have creeped up with the rising of the ground- but like I said this is rough and I'll work on tweaking before I release.

Merry Christmas all.

Hyce

(Edit: Sorry for the viewmodels and hud in the screenshots I've got something up with my cfg that's not letting me change anything in console... I'll figure it out.)

As promised here's a quick look at the rough idea for choke in RC2:

[img]http://i.imgur.com/n7CMCZS.jpg[/img]
[img]http://i.imgur.com/cIzeD3q.jpg[/img]
[img]http://i.imgur.com/2guDbGA.jpg[/img]
[img]http://i.imgur.com/ylPO80L.jpg[/img]
[img]http://i.imgur.com/vp0zata.jpg[/img]
[img]http://i.imgur.com/N0sJWmB.jpg[/img]

I wanted to get rid of the natural rock cover to make a distinction between choke and cave, thus the little bridge to prevent bombing from a million miles above.

I have removed the little connector between cave and choke- it seemed that there was no nice way to have it set up with sightlines being right to have it there anymore. Plus, with how I moved cave's entrance on 2nd much closer I don't think it was as necessary- cave used to be a huge long connector and that cut it in half- now that it's lost most of it's length I think cave should be fine without the door to choke.

I also made the middle of choke the high ground- after doing lots of analyzing and looking around it's pretty clear why this is really the best option- limiting sight, keeping the lines of the map fluid, without giving either team a distinct advantage. There's a few sniper sightlines that have creeped up with the rising of the ground- but like I said this is rough and I'll work on tweaking before I release.

Merry Christmas all.

Hyce

(Edit: Sorry for the viewmodels and hud in the screenshots I've got something up with my cfg that's not letting me change anything in console... I'll figure it out.)
366
#366
1 Frags +

Everyone LOVES the map and wants to play it more, but the fps made the map note playable. Once this map is optimized it will be played more often.
Some screen shots on how the fps changed:
http://steamcommunity.com/sharedfiles/filedetails/?id=584609678
http://steamcommunity.com/sharedfiles/filedetails/?id=584609773

Everyone LOVES the map and wants to play it more, but the fps made the map note playable. Once this map is optimized it will be played more often.
Some screen shots on how the fps changed:
http://steamcommunity.com/sharedfiles/filedetails/?id=584609678
http://steamcommunity.com/sharedfiles/filedetails/?id=584609773
367
#367
2 Frags +

Huh, that's a bit surprising. I haven't heard too many complaints in the past about it, although I guess valve has been monkeying around with TF2 more and more so that could have something to do with it. I will look into some optimization as well for RC2- thanks for the feedback.

Huh, that's a bit surprising. I haven't heard too many complaints in the past about it, although I guess valve has been monkeying around with TF2 more and more so that could have something to do with it. I will look into some optimization as well for RC2- thanks for the feedback.
368
#368
8 Frags +

cp_logjam_rc2

RC1->RC2 (Minor)
Fixed missing textures and block bullets in lobby
Increased brightness in saw room
Fixed some lights that were floating away from walls on mid
Removed clipping from windows on mid
Adjusted clipping on supports by main entrance in last
Clipped the middle wall at last
Fixed an odd vertex on spire at 2nd that caused a ramp to not be flat
Clipped the sign outside of the forwards at 2nd point to ease people leaving forward spawn
Clipped a door frame in logroom
Fixed an ammo kit on spire not having a paint splotch underneath
Added the no entry signs to the spawn doors
Lots of other clip fixes

RC1->RC2 (Major)
Made last cap slightly faster
Made the houses on either side of mid smaller.
Modified the upper exit of lobby out on to 2nd to be a larger room with a battlements-esque exit.
Re-did choke, it no longer connects to cave, has central high ground, and is a wider path.
Re-did the lazy optimization at 2nd/mid to improve FPS
Detailed underneath middle point

Download: https://www.dropbox.com/s/2y00zuo7h0gbb13/cp_logjam_rc2.bsp?dl=0

Screens:

http://i.imgur.com/1QoFRZg.jpg

http://i.imgur.com/ZFlvuTr.jpg

http://i.imgur.com/EIW1EYo.jpg

http://i.imgur.com/24wkVf7.jpg

http://i.imgur.com/J5aatOg.jpg

http://i.imgur.com/a5XagKC.jpg

http://i.imgur.com/wWtQvX9.jpg

http://i.imgur.com/qg1qJ7h.jpg

cp_logjam_rc2


RC1->RC2 (Minor)
Fixed missing textures and block bullets in lobby
Increased brightness in saw room
Fixed some lights that were floating away from walls on mid
Removed clipping from windows on mid
Adjusted clipping on supports by main entrance in last
Clipped the middle wall at last
Fixed an odd vertex on spire at 2nd that caused a ramp to not be flat
Clipped the sign outside of the forwards at 2nd point to ease people leaving forward spawn
Clipped a door frame in logroom
Fixed an ammo kit on spire not having a paint splotch underneath
Added the no entry signs to the spawn doors
Lots of other clip fixes

RC1->RC2 (Major)
Made last cap slightly faster
Made the houses on either side of mid smaller.
Modified the upper exit of lobby out on to 2nd to be a larger room with a battlements-esque exit.
Re-did choke, it no longer connects to cave, has central high ground, and is a wider path.
Re-did the lazy optimization at 2nd/mid to improve FPS
Detailed underneath middle point

Download: https://www.dropbox.com/s/2y00zuo7h0gbb13/cp_logjam_rc2.bsp?dl=0

Screens:
[img]http://i.imgur.com/1QoFRZg.jpg[/img]
[img]http://i.imgur.com/ZFlvuTr.jpg[/img]
[img]http://i.imgur.com/EIW1EYo.jpg[/img]
[img]http://i.imgur.com/24wkVf7.jpg[/img]
[img]http://i.imgur.com/J5aatOg.jpg[/img]
[img]http://i.imgur.com/a5XagKC.jpg[/img]
[img]http://i.imgur.com/wWtQvX9.jpg[/img]
[img]http://i.imgur.com/qg1qJ7h.jpg[/img]
369
#369
1 Frags +

http://puu.sh/miojy/8d4e6601ba.jpg

Nice sniper sightline

[img]http://puu.sh/miojy/8d4e6601ba.jpg[/img]

Nice sniper sightline
370
#370
0 Frags +

The one to choke or to logroom? (mid or right)

The one to choke is hitting the structure in choke, so you can't actually see mid. At least that's what I was trying to do. The one to logroom? Might be a justifiable tradeoff as logroom is the closest entrance to the point. Not sure. It seems to me that there is an endless balance of too much sniper sightlines or to little fluidness to the map. That's probably because it was a shitty shape to begin with but oh well, here we stand.

The one to choke or to logroom? (mid or right)

The one to choke is hitting the structure in choke, so you can't actually see mid. At least that's what I was trying to do. The one to logroom? Might be a justifiable tradeoff as logroom is the closest entrance to the point. Not sure. It seems to me that there is an endless balance of too much sniper sightlines or to little fluidness to the map. That's probably because it was a shitty shape to begin with but oh well, here we stand.
371
#371
6 Frags +
HyceThe one to choke or to logroom? (mid or right)

The one to choke is hitting the structure in choke, so you can't actually see mid. At least that's what I was trying to do. The one to logroom? Might be a justifiable tradeoff as logroom is the closest entrance to the point. Not sure. It seems to me that there is an endless balance of too much sniper sightlines or to little fluidness to the map. That's probably because it was a shitty shape to begin with but oh well, here we stand.

The one where you can see all 3 entrances into 2nd from your lobby area

[quote=Hyce]The one to choke or to logroom? (mid or right)

The one to choke is hitting the structure in choke, so you can't actually see mid. At least that's what I was trying to do. The one to logroom? Might be a justifiable tradeoff as logroom is the closest entrance to the point. Not sure. It seems to me that there is an endless balance of too much sniper sightlines or to little fluidness to the map. That's probably because it was a shitty shape to begin with but oh well, here we stand.[/quote]

The one where you can see all 3 entrances into 2nd from your lobby area
372
#372
ETF2L
5 Frags +

Anyone who wants to check out the new rc2 can do that in the upcoming ETF2L cup on Thursday. This map will be played in the group stages as a mandatory map.

Anyone who wants to check out the new rc2 can do that in the upcoming ETF2L cup on Thursday. This map will be played in the group stages as a mandatory map.
373
#373
4 Frags +
DamnEasy
The one where you can see all 3 entrances into 2nd from your lobby area

Oh yeah, uh, that one. Sorry I read sightline and brain went into detail oriented looking at which single sightline could be way too long or open or something. Needs more tweaking.

I'm very excited to see how the map is received in the tournament on Thursday. Should give me some ideas on where to go next.

[quote=DamnEasy]

The one where you can see all 3 entrances into 2nd from your lobby area[/quote]

Oh yeah, uh, that one. Sorry I read sightline and brain went into detail oriented looking at which single sightline could be way too long or open or something. Needs more tweaking.

I'm very excited to see how the map is received in the tournament on Thursday. Should give me some ideas on where to go next.
374
#374
6 Frags +

https://i.gyazo.com/51213ddd5fe1d078cd3018d009f5cea7.jpg

Something makes you stuck there on the wall when trying to rocket jump from it.

https://i.gyazo.com/f1625c1d89dd60fff5185f8fb0b91eae.jpg

Invisible block in blue rollout

https://i.gyazo.com/db94c311b9a85a472ae1673f3b9f1b99.jpg

Same thing in red except it's a huge frickin' wall

https://i.gyazo.com/4b700ee4513988a3179eadbabdb9ef02.jpg

hole

[img]https://i.gyazo.com/51213ddd5fe1d078cd3018d009f5cea7.jpg[/img]
Something makes you stuck there on the wall when trying to rocket jump from it.
[img]https://i.gyazo.com/f1625c1d89dd60fff5185f8fb0b91eae.jpg[/img]
Invisible block in blue rollout
[img]https://i.gyazo.com/db94c311b9a85a472ae1673f3b9f1b99.jpg[/img]
Same thing in red except it's a huge frickin' wall
[img]https://i.gyazo.com/4b700ee4513988a3179eadbabdb9ef02.jpg[/img]
hole
375
#375
5 Frags +

o.O

Went and looked in hammer, that huge friggin block must've been there for at least a few versions as I don't recall changing that retaining wall although I might have. The one on blue side isn't clipped. Dammit. I think I've got enough little stuff that could be breaking that I should fix for the tournament on Thurs. Expect to see rc2a by tonight or tomorrow at the latest.

The invisible blocks are block bullet ramps that aren't quite aligned anymore with the new choke, I need to re-do those. As well as do something to cliff walls as far as clipping is concerned.

o.O

Went and looked in hammer, that huge friggin block must've been there for at least a few versions as I don't recall changing that retaining wall although I might have. The one on blue side isn't clipped. Dammit. I think I've got enough little stuff that could be breaking that I should fix for the tournament on Thurs. Expect to see rc2a by tonight or tomorrow at the latest.

The invisible blocks are block bullet ramps that aren't quite aligned anymore with the new choke, I need to re-do those. As well as do something to cliff walls as far as clipping is concerned.
376
#376
0 Frags +

While you're at it, why not throw something behind that chicken fence in the new room so it doesn't look so awkward and empty?

While you're at it, why not throw something behind that chicken fence in the new room so it doesn't look so awkward and empty?
377
#377
0 Frags +

Might as well. I wasn't 100% on the room/balcony sticking around so I didn't do much to detail (that stairway was copied from elsewhere) but dropping a prop in wouldn't be hard.

Might as well. I wasn't 100% on the room/balcony sticking around so I didn't do much to detail (that stairway was copied from elsewhere) but dropping a prop in wouldn't be hard.
378
#378
0 Frags +

It could also create a callout for that room.

It could also create a callout for that room.
379
#379
10 Frags +

Got it.

B4nny suggested an idea to me on his stream the other day- here's a visualization of mid in a potential RC3 from hammer (no lighting). I'm willing to change everything but I'm not going to be listening to everyone's feedback. Made that mistake once, won't happen again.

http://i.imgur.com/YcSFBAN.jpg

Got it.

B4nny suggested an idea to me on his stream the other day- here's a visualization of mid in a potential RC3 from hammer (no lighting). I'm willing to change everything but I'm not going to be listening to everyone's feedback. Made that mistake once, won't happen again.

[img]http://i.imgur.com/YcSFBAN.jpg[/img]
380
#380
TF2Pickup
6 Frags +
HyceGot it.

B4nny suggested an idea to me on his stream the other day- here's a visualization of mid in a potential RC3 from hammer (no lighting). I'm willing to change everything but I'm not going to be listening to everyone's feedback. Made that mistake once, won't happen again.

http://i.imgur.com/YcSFBAN.jpg

Looks really promising! Would love to see it and add it to TF2Pickup.net mappool so we can give it a try! Keep the great work going man!

[quote=Hyce]Got it.

B4nny suggested an idea to me on his stream the other day- here's a visualization of mid in a potential RC3 from hammer (no lighting). I'm willing to change everything but I'm not going to be listening to everyone's feedback. Made that mistake once, won't happen again.

[img]http://i.imgur.com/YcSFBAN.jpg[/img][/quote]
Looks really promising! Would love to see it and add it to TF2Pickup.net mappool so we can give it a try! Keep the great work going man!
381
#381
14 Frags +

Alrighty folks, we've got two of them!

https://www.youtube.com/watch?v=lD_ag67tH3I

cp_logjam_rc2a
This map is intended for use in the ETF2L cup on Thursday.
DOWNLOAD: https://www.dropbox.com/s/9n0mnafrs1ncwl7/cp_logjam_rc2a.bsp?dl=0

RC2->RC2a
Fixed missing clipping on blue side at mid
Fixed weird large clipping red side at mid
Fixed some displacement holes
Fixed a vertex sticking out a little to far in choke possibly preventing rocket jumps
Added a silly bit of wood to spire to block snipers on the bats at 2nd from shooting people in choke
Fixed some missing trim on red spire
Added some wire spools into the cage stairs to bats @ 2nd

cp_logjam_rc3pre1
This is a test version for what RC3 may look like. If ETF2L wants to they could use this instead I guess.
DOWNLOAD: https://www.dropbox.com/s/i0l2kuqu0481fck/cp_logjam_rc3pre1.bsp?dl=0

RC2a->RC3pre1
All notes above for RC2->RC2a included
Removed large slanted roofs on mid
Lowered super tall houses on mid at cave entrances
Modified the house on mid to make it fit better and be a better high ground
Added a box to jump to the house from by choke
Removed concrete patio by house, made it all displacement so there's more free ground on mid
Removed the health and ammo in cave by mid
Widened the middle of cave
Added a health kit and ammopack in the new wide area of cave on a bit of high ground to encourage fights/usage

Here are screenshots of rc3pre1:

http://i.imgur.com/3ANj94q.jpg

http://i.imgur.com/5eydaHY.jpg

http://i.imgur.com/pPOTJxl.jpg

http://i.imgur.com/S4uVIFW.jpg

I think that this is heading in the right direction. Thanks to tf2pug.me for adding the map to it's rotation.
Hyce

Alrighty folks, we've got two of them!

https://www.youtube.com/watch?v=lD_ag67tH3I

[b]cp_logjam_rc2a[/b]
[i]This map is intended for use in the ETF2L cup on Thursday.[/i]
[b]DOWNLOAD:[/b] https://www.dropbox.com/s/9n0mnafrs1ncwl7/cp_logjam_rc2a.bsp?dl=0


RC2->RC2a
Fixed missing clipping on blue side at mid
Fixed weird large clipping red side at mid
Fixed some displacement holes
Fixed a vertex sticking out a little to far in choke possibly preventing rocket jumps
Added a silly bit of wood to spire to block snipers on the bats at 2nd from shooting people in choke
Fixed some missing trim on red spire
Added some wire spools into the cage stairs to bats @ 2nd

[b]cp_logjam_rc3pre1[/b]
[i]This is a test version for what RC3 may look like. If ETF2L wants to they could use this instead I guess.[/i]
[b]DOWNLOAD:[/b] https://www.dropbox.com/s/i0l2kuqu0481fck/cp_logjam_rc3pre1.bsp?dl=0

RC2a->RC3pre1
All notes above for RC2->RC2a included
Removed large slanted roofs on mid
Lowered super tall houses on mid at cave entrances
Modified the house on mid to make it fit better and be a better high ground
Added a box to jump to the house from by choke
Removed concrete patio by house, made it all displacement so there's more free ground on mid
Removed the health and ammo in cave by mid
Widened the middle of cave
Added a health kit and ammopack in the new wide area of cave on a bit of high ground to encourage fights/usage

Here are screenshots of [b]rc3pre1:[/b]
[img]http://i.imgur.com/3ANj94q.jpg[/img]
[img]http://i.imgur.com/5eydaHY.jpg[/img]
[img]http://i.imgur.com/pPOTJxl.jpg[/img]
[img]http://i.imgur.com/S4uVIFW.jpg[/img]

I think that this is heading in the right direction. Thanks to tf2pug.me for adding the map to it's rotation.
Hyce
382
#382
2 Frags +
Hyce -snip-

Well now it's a bit similar to what i was thinking 8 months ago!

Show Content
[quote=Hyce] -snip- [/quote]
Well now it's a bit similar to what i was thinking 8 months ago!
[spoiler][img]http://i.imgur.com/q2yCzlK.jpg[/img][/spoiler]
383
#383
2 Frags +

Yeah, it kind of is, isn't it. Haha. Well you've got me, I should've listened to you 8 months ago. Haha. How funny.

Yeah, it kind of is, isn't it. Haha. Well you've got me, I should've listened to you 8 months ago. Haha. How funny.
384
#384
7 Frags +

thanks for continuing to take criticism and updating logjam instead of just giving up on it

thanks for continuing to take criticism and updating logjam instead of just giving up on it
385
#385
7 Frags +

Logjam has been a project for over two years now.

It's been through 65 versions with the name Logjam, 72 versions total.

It's been an incredible learning experience the whole way through.

If you think I'm going to give up on this you are wrong. I've had to take a couple hiatuses because school can get in the way and nothing happened for a bit there- but I won't just throw it out in the cold.

Logjam has been a project for over two years now.

It's been through 65 versions with the name Logjam, 72 versions total.

It's been an incredible learning experience the whole way through.

If you think I'm going to give up on this you are wrong. I've had to take a couple hiatuses because school can get in the way and nothing happened for a bit there- but I won't just throw it out in the cold.
386
#386
-7 Frags +

i am really a fan of new maps tbh but cp_logjam_rc2a is literally the worst version i have ever played there are literally everywhere to go and u just cant do shit with 1000 of ways and corners everywhere ...

i am really a fan of new maps tbh but cp_logjam_rc2a is literally the worst version i have ever played there are literally everywhere to go and u just cant do shit with 1000 of ways and corners everywhere ...
387
#387
7 Frags +

I feel like if you could generate a heatmap from all of tonight's games you would see just how little action quite a few areas get, cave in particular.

I also felt like the forward spawn really favoured the attacking team as it was so quick to get back to the spire.

I feel like if you could generate a heatmap from all of tonight's games you would see just how little action quite a few areas get, cave in particular.

I also felt like the forward spawn really favoured the attacking team as it was so quick to get back to the spire.
388
#388
2 Frags +

I would absolutely love a heatmap from the cup, that would be outstanding. Not sure who to go to to get one though.

The change I made to cave in RC3pre1 is an attempt to fix that, I know how little it is actually used. The 2nd changes I'm planning for RC3pre2 might make cave more useful.

Thanks again for ETF2L running the map and not giving up on me :)

I would absolutely love a heatmap from the cup, that would be outstanding. Not sure who to go to to get one though.

The change I made to cave in RC3pre1 is an attempt to fix that, I know how little it is actually used. The 2nd changes I'm planning for RC3pre2 might make cave more useful.

Thanks again for ETF2L running the map and not giving up on me :)
389
#389
2 Frags +

ceilings in the 'log room' and outside the forward spawn on 2nd are really really low, rocket jumping is pretty annoying in those places.

ceilings in the 'log room' and outside the forward spawn on 2nd are really really low, rocket jumping is pretty annoying in those places.
390
#390
2 Frags +

This map needs an optimisation pass. There are big framedrops on second and mid. Especially in choke, where almost the entire map is drawn at once (probably the worst place to have fps drops too in-game). See for yourself with r_lockpvs 1.

This map needs an optimisation pass. There are big framedrops on second and mid. Especially in choke, where almost the entire map is drawn at once (probably the worst place to have fps drops too in-game). See for yourself with [i]r_lockpvs 1[/i].
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