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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
8 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
7 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!?
246
#246
cp_sunshine, cp_cardinal
4 Frags +

Will patch things up probably this week, have been very busy through Jan and unable to do any map work. Can probably put the forward somewhere in toxic and mess with the respawn times by a second like Collaide's suggestion, see how that goes. Will update here in due time when I get things fixed up.

Will patch things up probably this week, have been very busy through Jan and unable to do any map work. Can probably put the forward somewhere in toxic and mess with the respawn times by a second like Collaide's suggestion, see how that goes. Will update here in due time when I get things fixed up.
247
#247
7 Frags +

BEAST. Move the second forward spawn down into the wall directly below as well because you can see all of second from there as sniper

BEAST. Move the second forward spawn down into the wall directly below as well because you can see all of second from there as sniper
248
#248
cp_sunshine, cp_cardinal
2 Frags +

Will be compiling + releasing tomorrow.

Prelim list of changes:
- fixed collision bugs on greenhouses next to second + made stickies stick to it properly
- removed duplicate ammobox on mid
- moved around things a tad on upper-last to nullify sightline
- removed boxes on mid
- textured the nodraw in the bottom of toxic stairs
- moved forward on mid into toxic, slightly changed respawn value
- clipped off completely the area where the mid spawn used to be in rc5
- various other small things to fix odds and ends

Not going to change the spawn on second yet unless there are more people who agree that it should be moved down, as it will be a much larger job to reorganise that geometry + I'm not certain it's needed yet.

Let me know if anything else needs changing and I'll get it in the update for tomorrow.

Will be compiling + releasing tomorrow.

Prelim list of changes:
- fixed collision bugs on greenhouses next to second + made stickies stick to it properly
- removed duplicate ammobox on mid
- moved around things a tad on upper-last to nullify sightline
- removed boxes on mid
- textured the nodraw in the bottom of toxic stairs
- moved forward on mid into toxic, slightly changed respawn value
- clipped off completely the area where the mid spawn used to be in rc5
- various other small things to fix odds and ends

Not going to change the spawn on second yet unless there are more people who agree that it should be moved down, as it will be a much larger job to reorganise that geometry + I'm not certain it's needed yet.

Let me know if anything else needs changing and I'll get it in the update for tomorrow.
249
#249
4 Frags +

There's a minor cosmetic issue on red 2nd forward spawn when the door opens:
https://i.imgur.com/mpnlbS7.png

Inside blue mid forward spawn there's a hole in the floor and wall that's only visible from some angles:
https://i.imgur.com/KUSOvYS.png
Standing on said hole:
https://i.imgur.com/sJXczOC.png

Not really important, but there are these little holes by the boxes in Cargo (I think it's called):
https://i.imgur.com/MzQ00rY.png

There's a minor cosmetic issue on red 2nd forward spawn when the door opens:
https://i.imgur.com/mpnlbS7.png

Inside blue mid forward spawn there's a hole in the floor and wall that's only visible from some angles:
https://i.imgur.com/KUSOvYS.png
Standing on said hole:
https://i.imgur.com/sJXczOC.png

Not really important, but there are these little holes by the boxes in Cargo (I think it's called):
https://i.imgur.com/MzQ00rY.png
250
#250
cp_sunshine, cp_cardinal
6 Frags +

cp_reckoner_rc6

DOWNLOAD RC6

The most major change is the movement of the forward spawn on mid into toxic and a subsequent minor one-unit decrease in respawn times. A quick fix can be applied later this week if any bugs are found—after that, might take a while.

Changelog:
- Added blockbullet to greenhouses next to second to fix collision bugs
- Removed duplicate ammobox on mid
- Adjusted yellow barrels on upper-last area and shortened doorway into said area by 8u to cover unruly sightline
- Removed boxes on mid, and shaped doors carefully in cargo to avoid sightline through said room
- Reduced size of flowerboxes where boxes were on mid
- Added blockbullets to windows near flowerboxes that could potentially eat splash
- Textured visible nodraw in bottom of toxic
- Moved forward-mid spawn into toxic on low ground
--- Clipped off area where said spawn used to be
- Decreased spawn times for forward-mid spawn slightly to accompany the movement back
- Fixed red forward spawn door on second clipping through brush above it when opening
- Textured nodraw behind boxes in cargo
- Changed window + table textures in a building near 2nd

https://tf2maps.net/attachments/20200219171457_1-jpg.118269/

cp_reckoner_rc6

[url=https://tf2maps.net/downloads/reckoner.974/download?version=22665]DOWNLOAD RC6[/url]

The most major change is the movement of the forward spawn on mid into toxic and a subsequent minor one-unit decrease in respawn times. A quick fix can be applied later this week if any bugs are found—after that, might take a while.

Changelog:
- Added blockbullet to greenhouses next to second to fix collision bugs
- Removed duplicate ammobox on mid
- Adjusted yellow barrels on upper-last area and shortened doorway into said area by 8u to cover unruly sightline
- Removed boxes on mid, and shaped doors carefully in cargo to avoid sightline through said room
- Reduced size of flowerboxes where boxes were on mid
- Added blockbullets to windows near flowerboxes that could potentially eat splash
- Textured visible nodraw in bottom of toxic
- Moved forward-mid spawn into toxic on low ground
--- Clipped off area where said spawn used to be
- Decreased spawn times for forward-mid spawn slightly to accompany the movement back
- Fixed red forward spawn door on second clipping through brush above it when opening
- Textured nodraw behind boxes in cargo
- Changed window + table textures in a building near 2nd

[img]https://tf2maps.net/attachments/20200219171457_1-jpg.118269/[/img]
251
#251
1 Frags +

Amazing!

Amazing!
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