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cp_reckoner (5CP)
121
#121
7 Frags +

I think you should leave the mid under the bridge. It provides the map with a unique element that also changes how teams have to approach the fights on mid.

It's easier to re-push as they're capping, and backcaps are pretty effective from mid to second. This should make it easy for teams to push into second and reduce mid-2nd stalemates, as the attacking team knows that if they beef, mid will be easier to recap for a while. It also means that you really have to lock out mid while capping, and ensure you have the fights on mid done before capping. I like it, more maps need to deviate from the norm a little to add some map diversity.

I think this map is good to test in a tournament setting already, and you'll only get accurate feedback from competition here on out.

I think you should leave the mid under the bridge. It provides the map with a unique element that also changes how teams have to approach the fights on mid.

It's easier to re-push as they're capping, and backcaps are pretty effective from mid to second. This should make it easy for teams to push into second and reduce mid-2nd stalemates, as the attacking team knows that if they beef, mid will be easier to recap for a while. It also means that you really have to lock out mid while capping, and ensure you have the fights on mid done before capping. I like it, more maps need to deviate from the norm a little to add some map diversity.

I think this map is good to test in a tournament setting already, and you'll only get accurate feedback from competition here on out.
122
#122
5 Frags +

would anyone be up to play a for fun razer cup of reckoner?

(maybe some of the other maps that seem competitively viable (forge))

would anyone be up to play a for fun razer cup of reckoner?

(maybe some of the other maps that seem competitively viable (forge))
123
#123
2 Frags +
solawould anyone be up to play a for fun razer cup of reckoner?

(maybe some of the other maps that seem competitively viable (forge))

reckoner is the only map that should be considered for the map pool at the moment, all the other maps are way too far off, especially the koth maps

[quote=sola]would anyone be up to play a for fun razer cup of reckoner?

(maybe some of the other maps that seem competitively viable (forge))[/quote]

reckoner is the only map that should be considered for the map pool at the moment, all the other maps are way too far off, especially the koth maps
124
#124
8 Frags +

i got bored and looked for bugs and stuff. most of these are pretty minor tbh, not many interesting roamer spots that i could find :c great job with the map btw, really loving the aesthetic and the subtle things like clip brushes that smooth the whole map out

standonable (both sides of mid and also the bit around the corner from where i am)

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i could wallbug semi-consistently on this wall and playerclip on mid (both sides) (can wallbugs be fixed by the mapper easily or is it a quirk of source that some walls/wall orentations can be wallbugged on easier than others?)

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you can stand inside this whole lamp on 2nd (both sides). could be kinda annoying maybe if you get knocked into the corner, probably best to put some player clips around it

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you can kinda hide sticks in these vents (and others) such that they're hard to see if you push out of left on last and can be watched. idk if it's worth putting some collision around them

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sticks float more on this prop than others (looks like there's a brush used to make a smooth surface between the crate prop and the wall)

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floaty sticks on last (other greenhouse things on 2nd let sticks pass through them)

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managed to wallbug here very inconsistently...

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i got bored and looked for bugs and stuff. most of these are pretty minor tbh, not many interesting roamer spots that i could find :c great job with the map btw, really loving the aesthetic and the subtle things like clip brushes that smooth the whole map out

standonable (both sides of mid and also the bit around the corner from where i am)

[spoiler][img]http://images.akamai.steamusercontent.com/ugc/288601701284490710/3D540B58C4D754C9CB01B2B728C9CF169164C8AE/[/img][/spoiler]

i could wallbug semi-consistently on this wall and playerclip on mid (both sides) (can wallbugs be fixed by the mapper easily or is it a quirk of source that some walls/wall orentations can be wallbugged on easier than others?)

[spoiler][img]http://images.akamai.steamusercontent.com/ugc/288601701284519857/6F27B69EAC966688ECB85DD144D508BD5E0A3701/[/img][/spoiler]

you can stand inside this whole lamp on 2nd (both sides). could be kinda annoying maybe if you get knocked into the corner, probably best to put some player clips around it

[spoiler][img]http://images.akamai.steamusercontent.com/ugc/288601701284520483/6A057E3F5DDBB589A579BBECDC78DD98D104E427/[/img][/spoiler]

you can kinda hide sticks in these vents (and others) such that they're hard to see if you push out of left on last and can be watched. idk if it's worth putting some collision around them

[spoiler][img]http://images.akamai.steamusercontent.com/ugc/288601701284530328/D6C5E7F21F4A1EF5B2FBA15D93CFFA9307D0D5AE/[/img][/spoiler]

sticks float more on this prop than others (looks like there's a brush used to make a smooth surface between the crate prop and the wall)

[spoiler][img]http://images.akamai.steamusercontent.com/ugc/288601701284532124/8D239B26C3C6EC9B77B72D51642122D8FD6A86FB/[/img][/spoiler]

floaty sticks on last (other greenhouse things on 2nd let sticks pass through them)

[spoiler][img]http://images.akamai.steamusercontent.com/ugc/288601701284553088/13B3DC0F9CC0D39284BEAD02203FB1C8A32E17B2/[/img][/spoiler]

managed to wallbug here very inconsistently...

[spoiler][img]http://images.akamai.steamusercontent.com/ugc/288601701284553527/A73F790FE6301C9C6ED011322FEDE7D65258BC4C/[/img][/spoiler]
125
#125
cp_sunshine, cp_cardinal
7 Frags +

Cheers, thanks for the feedback! Anyone else, don't feel bad about only doing little detail or little technical bits of feedback, anything helps. Already have implemented a few changes for B2, just waiting for a little more gameplay feedback to finish + release it. Don't wanna rush!

Cheers, thanks for the feedback! Anyone else, don't feel bad about only doing little detail or little technical bits of feedback, anything helps. Already have implemented a few changes for B2, just waiting for a little more gameplay feedback to finish + release it. Don't wanna rush!
126
#126
-7 Frags +

http://images.akamai.steamusercontent.com/ugc/276217445173151408/F5772D8D7F3AD930FAF77B73085B41E3DCC4D49D/

where is cheese tho :>

[img]http://images.akamai.steamusercontent.com/ugc/276217445173151408/F5772D8D7F3AD930FAF77B73085B41E3DCC4D49D/[/img]

where is cheese tho :>
127
#127
cp_sunshine, cp_cardinal
11 Frags +

So, Beta 2 is about ready to be released - just wanted to call out one more time for ANY and ALL feedback that has not been mentioned in this thread so far. Don't want to release a version then upset people that their opinions and problems have not been addressed - if you have things to say about this map, and have not put them in this thread, NOW IS THE TIME.

Thank you. Look forward to B2.

So, Beta 2 is about ready to be released - just wanted to call out one more time for ANY and ALL feedback that has not been mentioned in this thread so far. Don't want to release a version then upset people that their opinions and problems have not been addressed - if you have things to say about this map, and have not put them in this thread, NOW IS THE TIME.

Thank you. Look forward to B2.
128
#128
4 Frags +

I'd like you to reconsider using just team colors (blue&red) for those bands on the walls.
Other than that just go ahead with it cos it's perfect!

I'd like you to reconsider using just team colors (blue&red) for those bands on the walls.
Other than that just go ahead with it cos it's perfect!
129
#129
0 Frags +
cirloI'd like you to reconsider using just team colors (blue&red) for those bands on the walls.
Other than that just go ahead with it cos it's perfect!

Maybe make the bands yellow on RED and green on BLU? I got turned around the first time I loaded the map because of the yellow. Too confusing for new players.

[quote=cirlo]I'd like you to reconsider using just team colors (blue&red) for those bands on the walls.
Other than that just go ahead with it cos it's perfect![/quote]

Maybe make the bands yellow on RED and green on BLU? I got turned around the first time I loaded the map because of the yellow. Too confusing for new players.
130
#130
5 Frags +

I took a closer look at b1a. It's a beautiful map. I have a few nitpicks though.

The vents at Last are a frustrating to jump onto because of how the ramps above them push you outward as you slide down them.

http://i.imgur.com/UG7MF0I.jpg

There's a similar vent at Second that can't be stood on.

http://i.imgur.com/dRz8vSv.jpg

BLU side has these weird green panes of glass on the left side of spawn.

http://i.imgur.com/PY4pkX2.jpg

Weird visual glitches when looking through the grate wall on Second.

http://i.imgur.com/ZaPrRo7.jpg

http://i.imgur.com/Tf9Wgos.jpg

http://i.imgur.com/IThi4FX.jpg

Wallbug in BLU Lobby

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

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

The room above lobby has no visible entryway. I know it's inaccessible to players, but it could have a small door in the back like the observation rooms in Portal.

http://i.imgur.com/a0ZOylE.jpg

I took a closer look at b1a. It's a beautiful map. I have a few nitpicks though.

The vents at Last are a frustrating to jump onto because of how the ramps above them push you outward as you slide down them.
[img]http://i.imgur.com/UG7MF0I.jpg[/img]
There's a similar vent at Second that can't be stood on.
[img]http://i.imgur.com/dRz8vSv.jpg[/img]
BLU side has these weird green panes of glass on the left side of spawn.
[img]http://i.imgur.com/PY4pkX2.jpg[/img]
Weird visual glitches when looking through the grate wall on Second.
[img]http://i.imgur.com/ZaPrRo7.jpg[/img]
[img]http://i.imgur.com/Tf9Wgos.jpg[/img]
[img]http://i.imgur.com/IThi4FX.jpg[/img]
Wallbug in BLU Lobby
[img]http://i.imgur.com/WTKiSIb.jpg[/img]
[img]http://i.imgur.com/OQCzjYS.jpg[/img]
The room above lobby has no visible entryway. I know it's inaccessible to players, but it could have a small door in the back like the observation rooms in Portal.
[img]http://i.imgur.com/a0ZOylE.jpg[/img]
131
#131
-1 Frags +

use the image link, not the imgur link

use the image link, not the imgur link
132
#132
-1 Frags +
solause the image link, not the imgur link

Thanks. I got it now.

[quote=sola]use the image link, not the imgur link[/quote]
Thanks. I got it now.
133
#133
-1 Frags +

Really cool map!
Found this little spot, don't know if it's intentional or not as most of the windows do not allow standing on the frames.
Reachable with a double basher jump.
http://images.akamai.steamusercontent.com/ugc/504776474599050541/99A4757171CDAE94935FC9C3D1098602236D8F7B/

Really cool map!
Found this little spot, don't know if it's intentional or not as most of the windows do not allow standing on the frames.
Reachable with a double basher jump.
http://images.akamai.steamusercontent.com/ugc/504776474599050541/99A4757171CDAE94935FC9C3D1098602236D8F7B/
134
#134
cp_sunshine, cp_cardinal
13 Frags +

cp_reckoner_b2

Download here!

Changelog:
• Changed shack on second to a mini greenhouse-storage shed, adds visibility and cohesive detailing
• Various small clipping fixes
• Rotated staircase in short connector from second to mid
• Various color changes to make areas more team-cohesive
• Increased time to cap on second from 6 to 7
• Reduced time to cap on mid from 11 to 9
• Reduced time to cap on last from 3 to 2.5
• Smoothed out/simplified some displacement ground around second
• Moved forward spawn on second away from the point
• Moved small health-ammo in upper lobby closer to upper exit door into second to better support teams holding offensively
• Moved medium health-ammo in main lobby back one room into lobby to support holding more, and make pushing out less of a commitment (since the room it had previously been in was very susceptible to spam if you wanted to grab the health when holding lobby)
• Moved small health-ammo in lower lobby back towards sign to create cohesion between them
• Widened and heightened choke doorway into second from lobby
• Lowered thick doorway into second from short connector to cut off abusable sightline
• Moved medium health-ammo in lower connectors from mid to second
• Flipped locations of medium health-ammo in high connector from mid to second
• Removed healthkit on crate on mid
• Clipped standable beam on second
• Fixed fence vis issue on second

Screenshots:

http://tf2maps.net/attachments/20160421212833_1-jpg.16630/

http://tf2maps.net/attachments/20160421212843_1-jpg.16631/

http://tf2maps.net/attachments/20160421212857_1-jpg.16632/

http://tf2maps.net/attachments/20160421212908_1-jpg.16633/

http://tf2maps.net/attachments/20160421212918_1-jpg.16634/

http://tf2maps.net/attachments/20160421212927_1-jpg.16635/

http://tf2maps.net/attachments/20160421212937_1-jpg.16636/

http://tf2maps.net/attachments/20160421212956_1-jpg.16637/

[h]cp_reckoner_b2[/h]

[url=http://tf2maps.net/downloads/reckoner.974/download?version=2927]Download here![/url]

Changelog:
• Changed shack on second to a mini greenhouse-storage shed, adds visibility and cohesive detailing
• Various small clipping fixes
• Rotated staircase in short connector from second to mid
• Various color changes to make areas more team-cohesive
• Increased time to cap on second from 6 to 7
• Reduced time to cap on mid from 11 to 9
• Reduced time to cap on last from 3 to 2.5
• Smoothed out/simplified some displacement ground around second
• Moved forward spawn on second away from the point
• Moved small health-ammo in upper lobby closer to upper exit door into second to better support teams holding offensively
• Moved medium health-ammo in main lobby back one room into lobby to support holding more, and make pushing out less of a commitment (since the room it had previously been in was very susceptible to spam if you wanted to grab the health when holding lobby)
• Moved small health-ammo in lower lobby back towards sign to create cohesion between them
• Widened and heightened choke doorway into second from lobby
• Lowered thick doorway into second from short connector to cut off abusable sightline
• Moved medium health-ammo in lower connectors from mid to second
• Flipped locations of medium health-ammo in high connector from mid to second
• Removed healthkit on crate on mid
• Clipped standable beam on second
• Fixed fence vis issue on second

Screenshots:

[img]http://tf2maps.net/attachments/20160421212833_1-jpg.16630/[/img]
[img]http://tf2maps.net/attachments/20160421212843_1-jpg.16631/[/img]
[img]http://tf2maps.net/attachments/20160421212857_1-jpg.16632/[/img]
[img]http://tf2maps.net/attachments/20160421212908_1-jpg.16633/[/img]
[img]http://tf2maps.net/attachments/20160421212918_1-jpg.16634/[/img]
[img]http://tf2maps.net/attachments/20160421212927_1-jpg.16635/[/img]
[img]http://tf2maps.net/attachments/20160421212937_1-jpg.16636/[/img]
[img]http://tf2maps.net/attachments/20160421212956_1-jpg.16637/[/img]
135
#135
6 Frags +

This map is so pretty

This map is so pretty
136
#136
2 Frags +

you're such a good mapper <3

you're such a good mapper <3
137
#137
12 Frags +

Small visual glitch that lets you see through the wall

Show Content

I don't know if it's intended but the roofs on these houses can make you hit your head when you try to high bomb

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This sight line isn't necessarily to show how strong it would be for a sniper but to show how easily you can spot the enemy combo and shove players with superior buffs to frag the flank and get behind without that combo able to do anything. You don't see people doing that to process IT because transitioning roamers can abuse highground, a choke, and a pack, and on snakewater lower you have the copout window in saw to hop out and help your buddies lower if you need to along with a choke and a pack. Unless you want to throw a copout dropdown in that warehouse-like room on the left to get to lower and help your buddies getting pushed into second, I'd make this "IT" like room way more controllable in the next picture.

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You have only a slight high ground disadvantage if you sit here on the box but you're unable to be helped by your teammates at all quickly, and the pack takes a second to get to. Honestly I'd either swap the packs to the opposite side of the room to the right of the box I'm stand on in the picture, or maybe put some form of high ground above the doorway to the right above the pack to use in case you need to fight.

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This looks extremely easy to control when you're trying to prevent a team from getting out of last. I'd either open up a lot more of the right so even though there are 3 doors at least one is very spacious to let people through, or at least add another doorway into second from that room so there can be at least one other door not definitely trapped off by stickies besides lower.

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If you look at lobby at the moment it's missing the separation between areas that exists for most pushes out of last that rewards teams with good communication; how people need to be careful pushing out process shutter because their team is in lobby, or pushing out through the baby shutter on gully while their team is upper, or pushing out of snakewater lower while their team is in lobby. With what's in the picture you could literally walk into lobby and not even communicate which door each person should cover because you can see who is going where and if anyone is getting pushed with 0 communication required, and be able to immediately help them, which is not usual. I would experiment replacing the yellow railing in the right of the picture below with a wall to limit vision somewhat.

Show Content

If you look at every spacious last in the map pool right now (all minus gully and blands), the general response to holding last against snipers in lobby is your combo holding a little closer to be able to spam them out, but this giant door is currently uncontrollable. Sunshine far left can be trapped off, Snakewater far right has highground close to the door to stand on, Metalworks main and Granary far right are at an angle which requires more effort to peek, ect. This on the other hand is asking for soldiers to jump through it from both directions for an easy force. If you're going to have an open door like this that isn't too easy to control I'd actually put it on the far left of the last like Sunshine so it's not extremely close to the only high ground on the last where medics will want to stand, and make the middle door a bit smaller. Also maybe put a small sightline blocker for medics to stand behind if they want to sit up here.

Show Content

I kind of went into some more potentially game play effecting things rather than bugs near the end so if anyone has any similar or different opinions definitely chime in.

Small visual glitch that lets you see through the wall
[spoiler][img]http://images.akamai.steamusercontent.com/ugc/262708539615727895/75C66B12D765C53C6A72C0EA48CE94624A4CC8AA/[/img][/spoiler]

I don't know if it's intended but the roofs on these houses can make you hit your head when you try to high bomb
[spoiler][img]http://images.akamai.steamusercontent.com/ugc/262708539617950753/BEE11A1CE63D5BA424DFCB739C7C79B333BC4A9F/[/img][/spoiler]

This sight line isn't necessarily to show how strong it would be for a sniper but to show how easily you can spot the enemy combo and shove players with superior buffs to frag the flank and get behind without that combo able to do anything. You don't see people doing that to process IT because transitioning roamers can abuse highground, a choke, and a pack, and on snakewater lower you have the copout window in saw to hop out and help your buddies lower if you need to along with a choke and a pack. Unless you want to throw a copout dropdown in that warehouse-like room on the left to get to lower and help your buddies getting pushed into second, I'd make this "IT" like room way more controllable in the next picture.
[spoiler][img]http://images.akamai.steamusercontent.com/ugc/262708539617951208/85722164FAE11EE739296599C53D90ABF0C6216D/[/img][/spoiler]

You have only a slight high ground disadvantage if you sit here on the box but you're unable to be helped by your teammates at all quickly, and the pack takes a second to get to. Honestly I'd either swap the packs to the opposite side of the room to the right of the box I'm stand on in the picture, or maybe put some form of high ground above the doorway to the right above the pack to use in case you need to fight.
[spoiler][img]http://images.akamai.steamusercontent.com/ugc/262708539617951006/ADFAD665FF99A4F939137979EC8A9A3D157BB1F5/[/img][/spoiler]

This looks extremely easy to control when you're trying to prevent a team from getting out of last. I'd either open up a lot more of the right so even though there are 3 doors at least one is very spacious to let people through, or at least add another doorway into second from that room so there can be at least one other door not definitely trapped off by stickies besides lower.
[spoiler][img]http://images.akamai.steamusercontent.com/ugc/262708539617951376/3DDDDAE09E59AC435C65ABFFCD18A5DC7DA75742/[/img][/spoiler]

If you look at lobby at the moment it's missing the separation between areas that exists for most pushes out of last that rewards teams with good communication; how people need to be careful pushing out process shutter because their team is in lobby, or pushing out through the baby shutter on gully while their team is upper, or pushing out of snakewater lower while their team is in lobby. With what's in the picture you could literally walk into lobby and not even communicate which door each person should cover because you can see who is going where and if anyone is getting pushed with 0 communication required, [i]and[/i] be able to immediately help them, which is not usual. I would experiment replacing the yellow railing in the right of the picture below with a wall to limit vision somewhat.
[spoiler][img]http://images.akamai.steamusercontent.com/ugc/262708539618074570/B7A9AF3E10BD5BE221FB3D10D9E34309DA436323/[/img][/spoiler]

If you look at every spacious last in the map pool right now (all minus gully and blands), the general response to holding last against snipers in lobby is your combo holding a little closer to be able to spam them out, but this giant door is currently uncontrollable. Sunshine far left can be trapped off, Snakewater far right has highground close to the door to stand on, Metalworks main and Granary far right are at an angle which requires more effort to peek, ect. This on the other hand is asking for soldiers to jump through it from [i]both[/i] directions for an easy force. If you're going to have an open door like this that isn't too easy to control I'd actually put it on the far left of the last like Sunshine so it's not extremely close to the only high ground on the last where medics will want to stand, and make the middle door a bit smaller. Also maybe put a small sightline blocker for medics to stand behind if they want to sit up here.
[spoiler][img]http://images.akamai.steamusercontent.com/ugc/262708539617951554/154F75A91F5C2DF07A41B64BA48D354D5AFCB747/[/img][/spoiler]

I kind of went into some more potentially game play effecting things rather than bugs near the end so if anyone has any similar or different opinions definitely chime in.
138
#138
cp_sunshine, cp_cardinal
11 Frags +

Thank you Jarrett for the excellent feedback.

Reckoner is now on the workshop! http://steamcommunity.com/sharedfiles/filedetails/?id=674719999

Rate and subscribe if you'd like to see this map potentially go places! Thanks for the support.

Thank you Jarrett for the excellent feedback.

[b]Reckoner is now on the workshop![/b] http://steamcommunity.com/sharedfiles/filedetails/?id=674719999

Rate and subscribe if you'd like to see this map potentially go places! Thanks for the support.
139
#139
2 Frags +

I don't like the switched health kit at the bottom area between mid and second. It really ruins the rollout for demo and is super awkward imo. Was there a specific reason to do this?

I don't like the switched health kit at the bottom area between mid and second. It really ruins the rollout for demo and is super awkward imo. Was there a specific reason to do this?
140
#140
8 Frags +

I would really like this entrance to be taller, maybe wider too

Show Content
I would really like this entrance to be taller, maybe wider too
[spoiler] [img]http://i.imgur.com/4tyH2nr.jpg[/img] [/spoiler]
141
#141
-1 Frags +

lots of textures are black on dx8

lots of textures are black on dx8
142
#142
cp_sunshine, cp_cardinal
-1 Frags +
biskuitlots of textures are black on dx8

Hi,

Are you referring to the black metal and concrete trims around the map? Compare your results with the colors you see in the screenshots - taken in normal dx settings - are those the only ones that are black? Those textures are recolored stock ones with the $color value, they may show up darker on dxlevel 81 than on default dxlevels. If there are any other textures that show up complete black, please let me know. I'll work on finding a $color value for the black trims that won't appear so dark in dxlevel 81.

[quote=biskuit]lots of textures are black on dx8[/quote]

Hi,

Are you referring to the black metal and concrete trims around the map? Compare your results with the colors you see in the screenshots - taken in normal dx settings - are those the only ones that are black? Those textures are recolored stock ones with the $color value, they may show up darker on dxlevel 81 than on default dxlevels. If there are any other textures that show up complete black, please let me know. I'll work on finding a $color value for the black trims that won't appear so dark in dxlevel 81.
143
#143
12 Frags +

My thoughts on the map:

https://www.youtube.com/watch?v=08XkC48b-ok

My thoughts on the map:

[youtube]https://www.youtube.com/watch?v=08XkC48b-ok[/youtube]
144
#144
3 Frags +

you asked about feedbacks : i think you should replace the door in forward spawn from a windowed one to a regular one to block snipers from abusing it.

Besides I think you could break some more sightlines on last, because a sniper is able to stand near the left side spawn door and watch all the entrances.

http://puu.sh/oOeLI/b0fb1d7999.jpg

here the sniper can watch left, right AND main right, leaving only main left uncovered.

To me leaving such edges for the defending team does not promote fluid and aggressive gameplay.

I'd suggest to break the sightline from left door to right entrance to last.

you asked about feedbacks : i think you should replace the door in forward spawn from a windowed one to a regular one to block snipers from abusing it.

Besides I think you could break some more sightlines on last, because a sniper is able to stand near the left side spawn door and watch all the entrances.
[img]http://puu.sh/oOeLI/b0fb1d7999.jpg[/img]

here the sniper can watch left, right AND main right, leaving only main left uncovered.

To me leaving such edges for the defending team does not promote fluid and aggressive gameplay.

I'd suggest to break the sightline from left door to right entrance to last.
145
#145
7 Frags +

i tried some rollouts for this map

https://www.youtube.com/watch?v=uWFMy8Oa198

i tried some rollouts for this map

https://www.youtube.com/watch?v=uWFMy8Oa198
146
#146
-1 Frags +

https://steamcommunity.com/id/smither5er/screenshots/?appid=0&sort=newestfirst&browsefilter=myfiles&view=grid

Some comments+screenshots after a double mix.

From the double mix itself, people commented on clutter/boxes/bamboo on last, frames vents and pillars jutting out, and the rocks on mid (though idk what's wrong with the rocks myself).

https://steamcommunity.com/id/smither5er/screenshots/?appid=0&sort=newestfirst&browsefilter=myfiles&view=grid

Some comments+screenshots after a double mix.

From the double mix itself, people commented on clutter/boxes/bamboo on last, frames vents and pillars jutting out, and the rocks on mid (though idk what's wrong with the rocks myself).
147
#147
2 Frags +

Bamboo clipping through the roof near forward spawn, on both RED and BLU sides.

http://i.imgur.com/p8eOHAj.jpg

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

The clipbrushes and ramp on Last do not cover the corner, forcing players to jump there. I suppose there could be some reason to motivate players to approach Last from the front and sides only, but it seems more like an unnecessary annoyance.

http://i.imgur.com/CrMC1W9.jpg

The bamboo in Lobby (near Bigdoor) is wildly inconsistent to use for rocketjumping away. Perhaps it could be blockbulleted (if that's the correct term).

http://i.imgur.com/cmLG91K.jpg

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

Bamboo clipping through the roof near forward spawn, on both RED and BLU sides.
[img]http://i.imgur.com/p8eOHAj.jpg[/img]
[img]http://i.imgur.com/zgTewTg.jpg[/img]
The clipbrushes and ramp on Last do not cover the corner, forcing players to jump there. I suppose there could be some reason to motivate players to approach Last from the front and sides only, but it seems more like an unnecessary annoyance.
[img]http://i.imgur.com/CrMC1W9.jpg[/img]
The bamboo in Lobby (near Bigdoor) is wildly inconsistent to use for rocketjumping away. Perhaps it could be blockbulleted (if that's the correct term).
[img]http://i.imgur.com/cmLG91K.jpg[/img]
[img]http://i.imgur.com/Fzdhgad.jpg[/img]
148
#148
cp_sunshine, cp_cardinal
6 Frags +

cp_reckoner_b2a

download b2a

quick update. no big changes yet - just wanted to fix some bugs

changelog:
- fixed dynamic player shadows showing through certain walls
- fixed weapon models showing through certain walls

cp_reckoner_b2a

[url=http://tf2maps.net/downloads/reckoner.974/download?version=3091]download b2a[/url]

quick update. no big changes yet - just wanted to fix some bugs

changelog:
- fixed dynamic player shadows showing through certain walls
- fixed weapon models showing through certain walls
149
#149
2 Frags +
Show Content

Stickies don't stick to these two glass brushes on both team's sides. Every other glass brush is fine afaik.

[spoiler][img]http://i.imgur.com/ikCAaRI.jpg[/img][/spoiler]
Stickies don't stick to these two glass brushes on both team's sides. Every other glass brush is fine afaik.
150
#150
2 Frags +

Theres a few things that bother me every pug i play on this map.
First, the same as sunshine, alot of walls that could be flat arent and alot of other geometry just has random pipes or something sticking out of it which just makes it painfull to hit rockets.
Also, maybe i just got very unlucky here, but the respawns feel really really long, today i got a +12-13 added when they capped middle and I think a 20 sec+ respawn when i suicided out onto second from last.

Theres a few things that bother me every pug i play on this map.
First, the same as sunshine, alot of walls that could be flat arent and alot of other geometry just has random pipes or something sticking out of it which just makes it painfull to hit rockets.
Also, maybe i just got very unlucky here, but the respawns feel really really long, today i got a +12-13 added when they capped middle and I think a 20 sec+ respawn when i suicided out onto second from last.
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