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cp_reckoner (5CP)
241
#241
3 Frags +

Amazing. Went looking for bugs, found only one. Door not solid for projectiles, it existed in rc4a too. A bit concerned about snipers in forward spawn but idk.

https://i.imgur.com/PAFCg8L.jpg

Amazing. Went looking for bugs, found [i][u]only one.[/u][/i] Door not solid for projectiles, it existed in rc4a too. A bit concerned about snipers in forward spawn but idk.
[img]https://i.imgur.com/PAFCg8L.jpg[/img]
242
#242
5 Frags +

https://clips.twitch.tv/NurturingBoringLettuceNinjaGrumpy
leftover ammobox

https://clips.twitch.tv/HealthyHungryCockroachWoofer
angle at spawn. mostly problematic for passive roamer/engi/heavy hold and respawners. Could move the doorway from this new flank back a bit and put the yellow barrels (at the vent in lobby) in front of it so a sniper can't snipe from there anymore. Or just move the other set of yellow barrels that's in the sightline to block it or put another prop next to it
https://i.imgur.com/6aEQ4QV.png fix1
https://i.imgur.com/wJbZ3A9.png fix2

https://clips.twitch.tv/ArbitraryGoodSandwichOSfrog
Angle(s) at mid from boxes. The biggest issue here is Toxic because there is a similar angle from the forward spawn.
Would need something like a see-through fence at toxic to cut off both the boxes and forward spawn angle without compromising visibility?
(Personally I'd recommend removing the boxes altogether because they don't serve that much purpose. Then you can block the sightline from forward spawn without having to adjust Toxic)
https://i.imgur.com/2MxuSXq.png fix1 (yet another toxic rework. fence near hp/ammo. I'd recommend putting the packs behind the fence so it favors pushing from 2nd to mid. Or split it into 2 small hp packs on each side so both sides can peak during stalemates)
https://i.imgur.com/507fSms.png fix2 (assuming boxes at cargo are gone)
https://i.imgur.com/enKXEeW.png remaining issue. Requires moving forward spawn to left or making platform less wide

https://clips.twitch.tv/NurturingBoringLettuceNinjaGrumpy
leftover ammobox

https://clips.twitch.tv/HealthyHungryCockroachWoofer
angle at spawn. mostly problematic for passive roamer/engi/heavy hold and respawners. Could move the doorway from this new flank back a bit and put the yellow barrels (at the vent in lobby) in front of it so a sniper can't snipe from there anymore. Or just move the other set of yellow barrels that's in the sightline to block it or put another prop next to it
https://i.imgur.com/6aEQ4QV.png fix1
https://i.imgur.com/wJbZ3A9.png fix2

https://clips.twitch.tv/ArbitraryGoodSandwichOSfrog
Angle(s) at mid from boxes. The biggest issue here is Toxic because there is a similar angle from the forward spawn.
Would need something like a see-through fence at toxic to cut off both the boxes and forward spawn angle without compromising visibility?
(Personally I'd recommend removing the boxes altogether because they don't serve that much purpose. Then you can block the sightline from forward spawn without having to adjust Toxic)
https://i.imgur.com/2MxuSXq.png fix1 (yet another toxic rework. fence near hp/ammo. I'd recommend putting the packs behind the fence so it favors pushing from 2nd to mid. Or split it into 2 small hp packs on each side so both sides can peak during stalemates)
https://i.imgur.com/507fSms.png fix2 (assuming boxes at cargo are gone)
https://i.imgur.com/enKXEeW.png remaining issue. Requires moving forward spawn to left or making platform less wide
243
#243
6 Frags +

https://imgur.com/a/jXYNHDt
The map is leaking on both sides here, and if you step close to the window you can see mid.

Another thing is that while you switched the spawndoor models of all the forward spawns, you are still using the door with the two little "see-through" windows for last. That specific model can potentially be exploited by transparent viewmodel users (you can see through the entire door). I'd recommend just using the stock spawndoor model here as well to remove any possibility of exploits, though it's nothing really major.

Anyways, I love your map and I'm happy that ETF2L included it again for S35!

https://imgur.com/a/jXYNHDt
The map is leaking on both sides here, and if you step close to the window you can see mid.

Another thing is that while you switched the spawndoor models of all the forward spawns, you are still using the door with the two little "see-through" windows for last. That specific model can potentially be exploited by transparent viewmodel users (you can see through the entire door). I'd recommend just using the stock spawndoor model here as well to remove any possibility of exploits, though it's nothing really major.

Anyways, I love your map and I'm happy that ETF2L included it again for S35!
244
#244
4 Frags +

Forward spawn on mid definitely needs to be changed, you can see everything. It was much better on the ground.

The other changes seem cool though.

Forward spawn on mid definitely needs to be changed, you can see everything. It was much better on the ground.

The other changes seem cool though.
245
#245
4 Frags +

Honestly, I would volunteer to fix these minor bugs if you'd like. (ofc I would NOT take creative liberty with anything at all) If interested: HMU up on steam, I'm already on your friends list!

EDIT: An idea for the mid forward spawn. Couldn't it be put in toxic? And decrease the spawn time by 1 second and people will arrive at approximately the same time, but this way snipers hiding won't be an issue at all!?

Honestly, I would volunteer to fix these minor bugs if you'd like. (ofc I would NOT take creative liberty with anything at all) If interested: HMU up on steam, I'm already on your friends list!

EDIT: An idea for the mid forward spawn. Couldn't it be put in toxic? And decrease the spawn time by 1 second and people will arrive at approximately the same time, but this way snipers hiding won't be an issue at all!?
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