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mge_training_v8_beta1
121
#121
0 Frags +

If you bring out the Dead Ringer you'll see the Spy's arm on any class

If you bring out the Dead Ringer you'll see the Spy's arm on any class
122
#122
2 Frags +
MightyMeJstn7477
I'm not sure if this is a good idea or not, but what about the creation of a 2v2 arena?
It's like playing DM, but yet it is less "pure dm" and remains MGE, except it's 2v2.

The trainyard arena ( i tried it before ) is pretty cool to play 2v2 on, do you think it is a posibility to create an arena ( coding wise ) that allows you to play 2v2?

might be a stupid idea, i dont know, tell me what u think about it

Coding support for 2v2 would be up to Lange to consider. I'm just the freelance mapper for MGE V8.

***

Anyway, here's a question I should ask for the continuation of map development, since nobody seems to have made me aware of any real problems besides spawns or arena settings and not physical map problems or exploits.

Should I:
a)Remove Duel, copy Turris and set one Turris arena to Endif and the other to Ammomod.
b)Keep Duel and the single Turris arena, but try to do something different with Duel like more spawns, gates or different settings, and change Turris to different settings.
c)Something else (please explain in detail). Do not ask me to remove any existing arenas (besides possibly changing the newest three) as I have already explained why in a previous post on this thread. :)

Keep in mind that my map cannot please everyone. Some players are bound to hate <insert arena name here> for whatever reason, and I doubt I can come up with a map where 100% of players like 100% of the arenas. Remember to provide detailed, constructive reasoning as to why something should be changed or done better so that I can make changes that a majority of players will agree with. Bear with me because admittedly, I don't really play MGE or competitively even (I'm literally out of my house from like 7:30 AM to 9-10PM during the week) and I am working on this on some weekends if I can, which is why I'm here on these forums for feedback from MGE/competitive players. My goal is to improve MGE for everyone, not just on my servers. I've enjoyed learning about mapping with the MGE V8 project. :)

[quote=MightyMe][quote=Jstn7477][/quote]

I'm not sure if this is a good idea or not, but what about the creation of a 2v2 arena?
It's like playing DM, but yet it is less "pure dm" and remains MGE, except it's 2v2.

The trainyard arena ( i tried it before ) is pretty cool to play 2v2 on, do you think it is a posibility to create an arena ( coding wise ) that allows you to play 2v2?

might be a stupid idea, i dont know, tell me what u think about it[/quote]

Coding support for 2v2 would be up to Lange to consider. I'm just the freelance mapper for MGE V8.

***

Anyway, here's a question I should ask for the continuation of map development, since nobody seems to have made me aware of any real problems besides spawns or arena settings and not physical map problems or exploits.

Should I:
a)Remove Duel, copy Turris and set one Turris arena to Endif and the other to Ammomod.
b)Keep Duel and the single Turris arena, but try to do something different with Duel like more spawns, gates or different settings, and change Turris to different settings.
c)Something else (please explain in detail). Do not ask me to remove any existing arenas (besides possibly changing the newest three) as I have already explained why in a previous post on this thread. :)

Keep in mind that my map cannot please everyone. Some players are bound to hate <insert arena name here> for whatever reason, and I doubt I can come up with a map where 100% of players like 100% of the arenas. Remember to provide detailed, constructive reasoning as to why something should be changed or done better so that I can make changes that a majority of players will agree with. Bear with me because admittedly, I don't really play MGE or competitively even (I'm literally out of my house from like 7:30 AM to 9-10PM during the week) and I am working on this on some weekends if I can, which is why I'm here on these forums for feedback from MGE/competitive players. My goal is to improve MGE for everyone, not just on my servers. I've enjoyed learning about mapping with the MGE V8 project. :)
123
#123
1 Frags +
Jstn7477Coding support for 2v2 would be up to Lange to consider. I'm just the freelance mapper for MGE V8.

***

Anyway, here's a question I should ask for the continuation of map development, since nobody seems to have made me aware of any real problems besides spawns or arena settings and not physical map problems or exploits.

Should I:
a)Remove Duel, copy Turris and set one Turris arena to Endif and the other to Ammomod.
b)Keep Duel and the single Turris arena, but try to do something different with Duel like more spawns, gates or different settings, and change Turris to different settings.
c)Something else (please explain in detail). Do not ask me to remove any existing arenas (besides possibly changing the newest three) as I have already explained why in a previous post on this thread. :)

Keep in mind that my map cannot please everyone. Some players are bound to hate <insert arena name here> for whatever reason, and I doubt I can come up with a map where 100% of players like 100% of the arenas. Remember to provide detailed, constructive reasoning as to why something should be changed or done better so that I can make changes that a majority of players will agree with. Bear with me because admittedly, I don't really play MGE or competitively even (I'm literally out of my house from like 7:30 AM to 9-10PM during the week) and I am working on this on some weekends if I can, which is why I'm here on these forums for feedback from MGE/competitive players. My goal is to improve MGE for everyone, not just on my servers. I've enjoyed learning about mapping with the MGE V8 project. :)

I'd consult with some people about adjusting turris and duel. They're cool maps, I think they can still be polished though, before it's finalized and everyone outcries every little change.

[quote=Jstn7477]
Coding support for 2v2 would be up to Lange to consider. I'm just the freelance mapper for MGE V8.

***

Anyway, here's a question I should ask for the continuation of map development, since nobody seems to have made me aware of any real problems besides spawns or arena settings and not physical map problems or exploits.

Should I:
a)Remove Duel, copy Turris and set one Turris arena to Endif and the other to Ammomod.
b)Keep Duel and the single Turris arena, but try to do something different with Duel like more spawns, gates or different settings, and change Turris to different settings.
c)Something else (please explain in detail). Do not ask me to remove any existing arenas (besides possibly changing the newest three) as I have already explained why in a previous post on this thread. :)

Keep in mind that my map cannot please everyone. Some players are bound to hate <insert arena name here> for whatever reason, and I doubt I can come up with a map where 100% of players like 100% of the arenas. Remember to provide detailed, constructive reasoning as to why something should be changed or done better so that I can make changes that a majority of players will agree with. Bear with me because admittedly, I don't really play MGE or competitively even (I'm literally out of my house from like 7:30 AM to 9-10PM during the week) and I am working on this on some weekends if I can, which is why I'm here on these forums for feedback from MGE/competitive players. My goal is to improve MGE for everyone, not just on my servers. I've enjoyed learning about mapping with the MGE V8 project. :)[/quote]

I'd consult with some people about adjusting turris and duel. They're cool maps, I think they can still be polished though, before it's finalized and everyone outcries every little change.
124
#124
3 Frags +

I should have Beta4 ready by tonight, after I finish up a few things and perform basic testing of the spawns. Because I lost the original V8 Beta3 source file a month ago due to my SSD erasing itself (ironically, the SSD still works fine to this day), I had to take a final V8 Beta2 source file and patch in the decompiled Beta3's Gravelpit, Turris, Trainyard and credits room.

The major change with this version (which I hope a majority of MGE players agree with) is the removal of Duel (which to me seemed to be a somewhat pointless arena after the fact) and the addition of a second Turris arena. One arena has the default Ammomod settings and the other has default Endif settings, currently. In order to fit within the limits for brush sides, I worked some magic for a couple hours and fused the two Turris arenas together, sharing most of the assets between them like the ceiling, walls, etc. by stretching their lengths to cover both arenas. Both Turris arenas are in the same skybox, but a skybox brush runs through the middle where they are conjoined, so from the inside, it appears that they are completely separate arenas. Since they are properly aligned, all I had to do spawn wise was offset the Y value by ~1300 hammer units on each spawn point.

I'll put up a Dropbox link once I believe I am finished with this version.

I should have Beta4 ready by tonight, after I finish up a few things and perform basic testing of the spawns. Because I lost the original V8 Beta3 source file a month ago due to my SSD erasing itself (ironically, the SSD still works fine to this day), I had to take a final V8 Beta2 source file and patch in the decompiled Beta3's Gravelpit, Turris, Trainyard and credits room.

The major change with this version (which I hope a majority of MGE players agree with) is the removal of Duel (which to me seemed to be a somewhat pointless arena after the fact) and the addition of a second Turris arena. One arena has the default Ammomod settings and the other has default Endif settings, currently. In order to fit within the limits for brush sides, I worked some magic for a couple hours and fused the two Turris arenas together, sharing most of the assets between them like the ceiling, walls, etc. by stretching their lengths to cover both arenas. Both Turris arenas are in the same skybox, but a skybox brush runs through the middle where they are conjoined, so from the inside, it appears that they are completely separate arenas. Since they are properly aligned, all I had to do spawn wise was offset the Y value by ~1300 hammer units on each spawn point.

I'll put up a Dropbox link once I believe I am finished with this version.
125
#125
0 Frags +

waiting :)

waiting :)
126
#126
0 Frags +

speaking of mge, has anyone been playing on the \TG/ mge v7 server lately? occasionally when you die you'll be spawned outside the arena and have to 'kill' to respawn, and even then sometimes you'll be spawned outside again. is this server-side or a map issue?

speaking of mge, has anyone been playing on the \TG/ mge v7 server lately? occasionally when you die you'll be spawned outside the arena and have to 'kill' to respawn, and even then sometimes you'll be spawned outside again. is this server-side or a map issue?
127
#127
0 Frags +
Cro0Ked_speaking of mge, has anyone been playing on the \TG/ mge v7 server lately? occasionally when you die you'll be spawned outside the arena and have to 'kill' to respawn, and even then sometimes you'll be spawned outside again. is this server-side or a map issue?

I run the TrashedGamers community servers and acknowledge the issues. A few other people earlier in the thread said they were encountering the same issues as well, and Lange doesn't know what could be causing it either. Haven't touched the V7 server since November before updating to MGEMod 1.0.5 this week, and even then I still haven't changed the spawns or anything. I'm wondering if the Christmas update did something as I believe that needed new SourceMod snapshots if I remember, and people started complaining around early January when I first joined the forums. That server is running a newer snapshot and the V8 server is still running an older snapshot, and both servers are having the same issue apparently. I'd like to hear from other server ops to see if they are frequently encountering the same issue.

[quote=Cro0Ked_]speaking of mge, has anyone been playing on the \TG/ mge v7 server lately? occasionally when you die you'll be spawned outside the arena and have to 'kill' to respawn, and even then sometimes you'll be spawned outside again. is this server-side or a map issue?[/quote]

I run the TrashedGamers community servers and acknowledge the issues. A few other people earlier in the thread said they were encountering the same issues as well, and Lange doesn't know what could be causing it either. Haven't touched the V7 server since November before updating to MGEMod 1.0.5 this week, and even then I still haven't changed the spawns or anything. I'm wondering if the Christmas update did something as I believe that needed new SourceMod snapshots if I remember, and people started complaining around early January when I first joined the forums. That server is running a newer snapshot and the V8 server is still running an older snapshot, and both servers are having the same issue apparently. I'd like to hear from other server ops to see if they are frequently encountering the same issue.
128
#128
0 Frags +

on a server running beta2 map i'm spawning in the middle of the map and having to type kill on every arena now (happened a lot on gullywash and bland mid)

on a server running beta2 map i'm spawning in the middle of the map and having to type kill on every arena now (happened a lot on gullywash and bland mid)
129
#129
0 Frags +
Jstn7477Cro0Ked_speaking of mge, has anyone been playing on the \TG/ mge v7 server lately? occasionally when you die you'll be spawned outside the arena and have to 'kill' to respawn, and even then sometimes you'll be spawned outside again. is this server-side or a map issue?
I run the TrashedGamers community servers and acknowledge the issues. A few other people earlier in the thread said they were encountering the same issues as well, and Lange doesn't know what could be causing it either. Haven't touched the V7 server since November before updating to MGEMod 1.0.5 this week, and even then I still haven't changed the spawns or anything. I'm wondering if the Christmas update did something as I believe that needed new SourceMod snapshots if I remember, and people started complaining around early January when I first joined the forums. That server is running a newer snapshot and the V8 server is still running an older snapshot, and both servers are having the same issue apparently. I'd like to hear from other server ops to see if they are frequently encountering the same issue.

wow, an admin who actually listens? :D sick man, it's just kind of annoying because i lost a 19-19 round because of it lol :(

[quote=Jstn7477][quote=Cro0Ked_]speaking of mge, has anyone been playing on the \TG/ mge v7 server lately? occasionally when you die you'll be spawned outside the arena and have to 'kill' to respawn, and even then sometimes you'll be spawned outside again. is this server-side or a map issue?[/quote]

I run the TrashedGamers community servers and acknowledge the issues. A few other people earlier in the thread said they were encountering the same issues as well, and Lange doesn't know what could be causing it either. Haven't touched the V7 server since November before updating to MGEMod 1.0.5 this week, and even then I still haven't changed the spawns or anything. I'm wondering if the Christmas update did something as I believe that needed new SourceMod snapshots if I remember, and people started complaining around early January when I first joined the forums. That server is running a newer snapshot and the V8 server is still running an older snapshot, and both servers are having the same issue apparently. I'd like to hear from other server ops to see if they are frequently encountering the same issue.[/quote]wow, an admin who actually listens? :D sick man, it's just kind of annoying because i lost a 19-19 round because of it lol :(
130
#130
0 Frags +
Cro0Ked_Jstn7477Cro0Ked_speaking of mge, has anyone been playing on the \TG/ mge v7 server lately? occasionally when you die you'll be spawned outside the arena and have to 'kill' to respawn, and even then sometimes you'll be spawned outside again. is this server-side or a map issue?
I run the TrashedGamers community servers and acknowledge the issues. A few other people earlier in the thread said they were encountering the same issues as well, and Lange doesn't know what could be causing it either. Haven't touched the V7 server since November before updating to MGEMod 1.0.5 this week, and even then I still haven't changed the spawns or anything. I'm wondering if the Christmas update did something as I believe that needed new SourceMod snapshots if I remember, and people started complaining around early January when I first joined the forums. That server is running a newer snapshot and the V8 server is still running an older snapshot, and both servers are having the same issue apparently. I'd like to hear from other server ops to see if they are frequently encountering the same issue.
wow, an admin who actually listens? :D sick man, it's just kind of annoying because i lost a 19-19 round because of it lol :(

I've noticed this same issue on the Top Notch Clan MGEv8b2 server.

[quote=Cro0Ked_][quote=Jstn7477][quote=Cro0Ked_]speaking of mge, has anyone been playing on the \TG/ mge v7 server lately? occasionally when you die you'll be spawned outside the arena and have to 'kill' to respawn, and even then sometimes you'll be spawned outside again. is this server-side or a map issue?[/quote]

I run the TrashedGamers community servers and acknowledge the issues. A few other people earlier in the thread said they were encountering the same issues as well, and Lange doesn't know what could be causing it either. Haven't touched the V7 server since November before updating to MGEMod 1.0.5 this week, and even then I still haven't changed the spawns or anything. I'm wondering if the Christmas update did something as I believe that needed new SourceMod snapshots if I remember, and people started complaining around early January when I first joined the forums. That server is running a newer snapshot and the V8 server is still running an older snapshot, and both servers are having the same issue apparently. I'd like to hear from other server ops to see if they are frequently encountering the same issue.[/quote]wow, an admin who actually listens? :D sick man, it's just kind of annoying because i lost a 19-19 round because of it lol :([/quote]

I've noticed this same issue on the Top Notch Clan MGEv8b2 server.
131
#131
0 Frags +

Not sure why people are so bent on removing arenas, is there something preventing them from adding more?

Not sure why people are so bent on removing arenas, is there something preventing them from adding more?
132
#132
1 Frags +
BenroadsNot sure why people are so bent on removing arenas, is there something preventing them from adding more?

some of the arenas are rarely used and would be better off being replaced

[quote=Benroads]Not sure why people are so bent on removing arenas, is there something preventing them from adding more?[/quote]some of the arenas are rarely used and would be better off being replaced
133
#133
4 Frags +

MGE Training V8 Beta4 with spawns (MGEMod 1.0.5 included as it's needed for V8 Beta3 and above).
BETA4A will be out in a few minutes to resolve the Badlands Mid choke oversight.

Changes from Beta3:
-Removed Duel arena, seemed rather useless in hindsight.
-Added another Turris arena, and conjoined the two Turris arenas to get under the Hammer brush limit (but don't worry, they are completely sealed off from each other). One is set to default Ammomod settings and the other is set to default Endif settings.
-Tweaked player clip on the logs around the capture area on Granary Middle as a user reported getting stuck in some spots. You should be able to walk onto the point over the logs without jumping, just like the vanilla Granary.
-Added 4 more spawns on Trainyard on the "brick ring" area to hopefully improve it a bit.

I had to make this using my final Beta2 VMF and a decompiled Beta3 BSP, as I lost the Beta3 VMF in a storage drive incident. I just realized while writing this that it means I lost the changes I made to the Badlands Middle chokes, so they are solid again in Beta4. I apologize for the problem and will release a Beta4a bugfix release soon with non-solid Badlnds chokes and with other fixes if other map problems show up too.

Thank you for playing MGE and as usual, let me know what you think about the map!

V8 Beta4 bugfix release A (resolves Badlands choke issue I remembered): https://dl.dropbox.com/u/53256537/MGE_V8_BETA4A_%2B_MGEMod105_2_3_2013.zip

MGE Training V8 Beta4 with spawns (MGEMod 1.0.5 included as it's needed for V8 Beta3 and above).
BETA4A will be out in a few minutes to resolve the Badlands Mid choke oversight.

Changes from Beta3:
-Removed Duel arena, seemed rather useless in hindsight.
-Added another Turris arena, and conjoined the two Turris arenas to get under the Hammer brush limit (but don't worry, they are completely sealed off from each other). One is set to default Ammomod settings and the other is set to default Endif settings.
-Tweaked player clip on the logs around the capture area on Granary Middle as a user reported getting stuck in some spots. You should be able to walk onto the point over the logs without jumping, just like the vanilla Granary.
-Added 4 more spawns on Trainyard on the "brick ring" area to hopefully improve it a bit.

I had to make this using my final Beta2 VMF and a decompiled Beta3 BSP, as I lost the Beta3 VMF in a storage drive incident. [b]I just realized while writing this that it means I lost the changes I made to the Badlands Middle chokes, so they are solid again in Beta4.[/b] I apologize for the problem and will release a Beta4a bugfix release soon with non-solid Badlnds chokes and with other fixes if other map problems show up too.

Thank you for playing MGE and as usual, let me know what you think about the map!

V8 Beta4 bugfix release A (resolves Badlands choke issue I remembered): https://dl.dropbox.com/u/53256537/MGE_V8_BETA4A_%2B_MGEMod105_2_3_2013.zip
134
#134
0 Frags +
Cro0Ked_BenroadsNot sure why people are so bent on removing arenas, is there something preventing them from adding more?some of the arenas are rarely used and would be better off being replaced

Waste is fairly popular on the servers I go to, one of my favorite arenas for soldier by far. Snakewater mid is normally empty unless everything is full but that's only what i've seen in the 1 or 2 mge servers i've been on.

[quote=Cro0Ked_][quote=Benroads]Not sure why people are so bent on removing arenas, is there something preventing them from adding more?[/quote]some of the arenas are rarely used and would be better off being replaced[/quote]

Waste is fairly popular on the servers I go to, one of my favorite arenas for soldier by far. Snakewater mid is normally empty unless everything is full but that's only what i've seen in the 1 or 2 mge servers i've been on.
135
#135
0 Frags +
BenroadsCro0Ked_BenroadsNot sure why people are so bent on removing arenas, is there something preventing them from adding more?some of the arenas are rarely used and would be better off being replaced
Waste is fairly popular on the servers I go to, one of my favorite arenas for soldier by far. Snakewater mid is normally empty unless everything is full but that's only what i've seen in the 1 or 2 mge servers i've been on.

waste is far too turtle-y to be a good solly map imo

[quote=Benroads][quote=Cro0Ked_][quote=Benroads]Not sure why people are so bent on removing arenas, is there something preventing them from adding more?[/quote]some of the arenas are rarely used and would be better off being replaced[/quote]

Waste is fairly popular on the servers I go to, one of my favorite arenas for soldier by far. Snakewater mid is normally empty unless everything is full but that's only what i've seen in the 1 or 2 mge servers i've been on.[/quote]waste is far too turtle-y to be a good solly map imo
136
#136
1 Frags +

MGE Training V8 Beta4 Bugfix A has just been released in post #133 above. My beta server will switch from Beta4 to Beta4A whenever it empties out tonight or in the morning. Thank you for your patience. :)

MGE Training V8 Beta4 Bugfix A has just been released in post #133 above. My beta server will switch from Beta4 to Beta4A whenever it empties out tonight or in the morning. Thank you for your patience. :)
137
#137
1 Frags +
Cro0Ked_BenroadsCro0Ked_BenroadsNot sure why people are so bent on removing arenas, is there something preventing them from adding more?some of the arenas are rarely used and would be better off being replaced
Waste is fairly popular on the servers I go to, one of my favorite arenas for soldier by far. Snakewater mid is normally empty unless everything is full but that's only what i've seen in the 1 or 2 mge servers i've been on.
waste is far too turtle-y to be a good solly map imo

tbh I love being able to do the crazy ass jumps with water. Wish more maps had water on them for that reason.

[quote=Cro0Ked_][quote=Benroads][quote=Cro0Ked_][quote=Benroads]Not sure why people are so bent on removing arenas, is there something preventing them from adding more?[/quote]some of the arenas are rarely used and would be better off being replaced[/quote]

Waste is fairly popular on the servers I go to, one of my favorite arenas for soldier by far. Snakewater mid is normally empty unless everything is full but that's only what i've seen in the 1 or 2 mge servers i've been on.[/quote]waste is far too turtle-y to be a good solly map imo[/quote]

tbh I love being able to do the crazy ass jumps with water. Wish more maps had water on them for that reason.
138
#138
0 Frags +

Well guys, I might have found the MGEMod error that Lange was looking for. I never saw it in my logs until I upgraded my Beta MGE server from SM 1.5.0 hg3718 to the latest 3761 snapshot. My server is now logging "trace errors," which Lange told me could be behind the spawn problems. He said that the plugin runs a ray trace when players spawn, and that the spawn code will fail in some way when it errors out randomly. Hopefully the problem isn't too difficult to fix and I anticipate a new plugin version likely being released soon.

Well guys, I might have found the MGEMod error that Lange was looking for. I never saw it in my logs until I upgraded my Beta MGE server from SM 1.5.0 hg3718 to the latest 3761 snapshot. My server is now logging "trace errors," which Lange told me could be behind the spawn problems. He said that the plugin runs a ray trace when players spawn, and that the spawn code will fail in some way when it errors out randomly. Hopefully the problem isn't too difficult to fix and I anticipate a new plugin version likely being released soon.
139
#139
2 Frags +

I might have a solution for the spawning at 0,0,0 problem (which appears to be SourceMod related) so see this post until Lange can find the possible issue. http://teamfortress.tv/forum/thread/4940/1#post-68212

I might have a solution for the spawning at 0,0,0 problem (which appears to be SourceMod related) so see this post until Lange can find the possible issue. http://teamfortress.tv/forum/thread/4940/1#post-68212
140
#140
3 Frags +

Hey folks, I just wanted to check and see if everyone is having a good time on MGE Training V8 Beta 4a, since it has been released for a few weeks. I noticed that Beta2 and Beta3 have a large presence in the MGEmod server pool, and just wanted to make sure that Beta4a didn't have some "show stopping" issue, or if server ops just haven't upgraded to the latest release for whatever reason.

Please let me know if you find any issues pertinent to the map (if it's the spawn problem, see the above post), and Lange has said that CPrice is working on rewriting the plugin at this time. Thank you for running MGE V8 on your servers as well as playing on it. It means a lot to me that I have hopefully helped improve a mod that many people play on daily.

Hey folks, I just wanted to check and see if everyone is having a good time on MGE Training V8 Beta 4a, since it has been released for a few weeks. I noticed that Beta2 and Beta3 have a large presence in the MGEmod server pool, and just wanted to make sure that Beta4a didn't have some "show stopping" issue, or if server ops just haven't upgraded to the latest release for whatever reason.

Please let me know if you find any issues pertinent to the map (if it's the spawn problem, see the above post), and Lange has said that CPrice is working on rewriting the plugin at this time. Thank you for running MGE V8 on your servers as well as playing on it. It means a lot to me that I have hopefully helped improve a mod that many people play on daily.
141
#141
1 Frags +

I've found that there is a spot on blands spire where it catches you when you're walking on it and makes your "shudder". It's on the path up the spire near the top, there are a few spots of it. I think it's part of _b4a.

I've found that there is a spot on blands spire where it catches you when you're walking on it and makes your "shudder". It's on the path up the spire near the top, there are a few spots of it. I think it's part of _b4a.
142
#142
0 Frags +
NobleI've found that there is a spot on blands spire where it catches you when you're walking on it and makes your "shudder". It's on the path up the spire near the top, there are a few spots of it. I think it's part of _b4a.

I'll take a look at it soon, maybe this weekend. I don't recall ever messing with the actual spire, but I do know that there is an absolute mess of "block bullets" brushes inside of it due to it being near impossible to make a brush that could completely cover the inside of the spire. I'll see if any edges of these internal brushes can be pulled into the spire more if there are edges sticking through the displacements (the "skin" of the spire).

[quote=Noble]I've found that there is a spot on blands spire where it catches you when you're walking on it and makes your "shudder". It's on the path up the spire near the top, there are a few spots of it. I think it's part of _b4a.[/quote]

I'll take a look at it soon, maybe this weekend. I don't recall ever messing with the actual spire, but I do know that there is an absolute mess of "block bullets" brushes inside of it due to it being near impossible to make a brush that could completely cover the inside of the spire. I'll see if any edges of these internal brushes can be pulled into the spire more if there are edges sticking through the displacements (the "skin" of the spire).
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