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cp_metalworks Official Feedback Thread Mark 2.0
31
#31
koth_product
5 Frags +
DarkNecridEven if you're not employed with Valve aren't you still obligated to make sure the map is as perfect as it can be for them since you're receiving payment?

Valve includes a map to the game when they think it's good enough. From what I can tell, valve's general approach to maps seems to be if it ain't broke, don't fix it. So really Scorpio is not obligated to do anything and doesn't directly benefit from updating the map. ofc you want to keep a good business relationship with valve but that doesn't mean making the map the absolute best it can be.

Just figured I'd clear that up quickly

[quote=DarkNecrid]Even if you're not employed with Valve aren't you still obligated to make sure the map is as perfect as it can be for them since you're receiving payment?
[/quote]
Valve includes a map to the game when they think it's good enough. From what I can tell, valve's general approach to maps seems to be if it ain't broke, don't fix it. So really Scorpio is not obligated to do anything and doesn't directly benefit from updating the map. ofc you want to keep a good business relationship with valve but that doesn't mean making the map the absolute best it can be.

Just figured I'd clear that up quickly
32
#32
4 Frags +
FubarDarkNecridEven if you're not employed with Valve aren't you still obligated to make sure the map is as perfect as it can be for them since you're receiving payment?Valve includes a map to the game when they think it's good enough. From what I can tell, valve's general approach to maps seems to be if it ain't broke, don't fix it. So really Scorpio is not obligated to do anything and doesn't directly benefit from updating the map. ofc you want to keep a good business relationship with valve but that doesn't mean making the map the absolute best it can be.

Just figured I'd clear that up quickly

Yeah, I've been told that after the post, I was told that Valve still do encourage bug fixes and fixing clipping issues and such in a bigger release if you can though. I also dunno what total stamp sales are like but I do know a few people who buy stamps when they see that maps are updates in the update notes, so in that sense you can benefit from it.

[quote=Fubar][quote=DarkNecrid]Even if you're not employed with Valve aren't you still obligated to make sure the map is as perfect as it can be for them since you're receiving payment?
[/quote]
Valve includes a map to the game when they think it's good enough. From what I can tell, valve's general approach to maps seems to be if it ain't broke, don't fix it. So really Scorpio is not obligated to do anything and doesn't directly benefit from updating the map. ofc you want to keep a good business relationship with valve but that doesn't mean making the map the absolute best it can be.

Just figured I'd clear that up quickly[/quote]

Yeah, I've been told that after the post, I was told that Valve still do encourage bug fixes and fixing clipping issues and such in a bigger release if you can though. I also dunno what total stamp sales are like but I do know a few people who buy stamps when they see that maps are updates in the update notes, so in that sense you can benefit from it.
33
#33
cp_process, cp_metalworks
-5 Frags +
Photonhttps://www.youtube.com/watch?v=zRmuvIQYs6c
So this may not be as beneficial as some of the other changes mentioned, but on the blue side of the map there seems to be something weird going on with the wall above the exit onto 2nd. I'm normally pretty good about finding hiding spots but this one was found by accident. If you jump towards the wall in line with the center of the control point you can get stuck in several different places. and since there is no collision around that area you have free reign to shoot anywhere. I don't know enough about mapping as to why this happens, and its not something that everyone would use because its not very consistent, but i can tell its an unintended spot. It might not have been a problem if i never brought it up if no one knew about it already, but i thought id point it out just to bring some attention.

That's weird, I've never seen that particular spot being an issue. I know that you can have that problem with 45 degree angle brushes allowing players to strafe into them and hang somewhat like that, but thats a game issue that mappers can't resolve, but I've never seen it with what I'm assuming is a straight orthogonal piece of geometry.

Oh wait, never mind. For some reason that brush is isn't a perfect straight line, its at an angle. Must have gotten messed up when I moved some stuff around. Oooppps.

[quote=Photon]https://www.youtube.com/watch?v=zRmuvIQYs6c
So this may not be as beneficial as some of the other changes mentioned, but on the blue side of the map there seems to be something weird going on with the wall above the exit onto 2nd. I'm normally pretty good about finding hiding spots but this one was found by accident. If you jump towards the wall in line with the center of the control point you can get stuck in several different places. and since there is no collision around that area you have free reign to shoot anywhere. I don't know enough about mapping as to why this happens, and its not something that everyone would use because its not very consistent, but i can tell its an unintended spot. It might not have been a problem if i never brought it up if no one knew about it already, but i thought id point it out just to bring some attention.[/quote]

That's weird, I've never seen that particular spot being an issue. I know that you can have that problem with 45 degree angle brushes allowing players to strafe into them and hang somewhat like that, but thats a game issue that mappers can't resolve, but I've never seen it with what I'm assuming is a straight orthogonal piece of geometry.

Oh wait, never mind. For some reason that brush is isn't a perfect straight line, its at an angle. Must have gotten messed up when I moved some stuff around. Oooppps.
34
#34
4 Frags +

You may want to look at the lighting in Alley. On BLU side, the panel above the pallets shows the shadows of players behind it. I think it's fine on RED side. In addition to being unbalanced for the teams, it's unfair for players who have shadows disabled.

http://i.imgur.com/eI2zs3d.jpg

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

Please consider smoothing up some of the gaps in the map. Both the pile of boxes by Last and the little pipe by Second can swallow rockets+other projectiles.

http://i.imgur.com/ogEed8o.jpg

http://i.imgur.com/hAv9fjM.jpg

http://i.imgur.com/zKpczH2.jpg

I think the window over the little pipe should either be blocked off or replace the little pipe. If the little pipe is removed, the window could be taller so you don't have to duck to stand on the sill.

http://i.imgur.com/Rg0sIrP.jpg

I threw together an album with all the eaves and other lips that can catch jumping Soldiers. Most of these do not affect rocket jumps, but I feel that Roamer especially is more fun when I don't have to memorize exactly where I can and cannot pogo off the wall. Again, I think newer MM players would appreciate not having to deal with random protrusions.
http://imgur.com/a/rLDt7

You may want to look at the lighting in Alley. On BLU side, the panel above the pallets shows the shadows of players behind it. I think it's fine on RED side. In addition to being unbalanced for the teams, it's unfair for players who have shadows disabled.
[img]http://i.imgur.com/eI2zs3d.jpg[/img]
[img]http://i.imgur.com/Sybxmmu.jpg[/img]
Please consider smoothing up some of the gaps in the map. Both the pile of boxes by Last and the little pipe by Second can swallow rockets+other projectiles.
[img]http://i.imgur.com/ogEed8o.jpg[/img]
[img]http://i.imgur.com/hAv9fjM.jpg[/img]
[img]http://i.imgur.com/zKpczH2.jpg[/img]
I think the window over the little pipe should either be blocked off or replace the little pipe. If the little pipe is removed, the window could be taller so you don't have to duck to stand on the sill.
[img]http://i.imgur.com/Rg0sIrP.jpg[/img]
I threw together an album with all the eaves and other lips that can catch jumping Soldiers. Most of these do not affect rocket jumps, but I feel that Roamer especially is more fun when I don't have to memorize exactly where I can and cannot pogo off the wall. Again, I think newer MM players would appreciate not having to deal with random protrusions.
http://imgur.com/a/rLDt7
35
#35
cp_process, cp_metalworks
0 Frags +
BilbertYou may want to look at the lighting in Alley. On BLU side, the panel above the pallets shows the shadows of players behind it. I think it's fine on RED side. In addition to being unbalanced for the teams, it's unfair for players who have shadows disabled.
http://i.imgur.com/eI2zs3d.jpg
http://i.imgur.com/Sybxmmu.jpg
Please consider smoothing up some of the gaps in the map. Both the pile of boxes by Last and the little pipe by Second can swallow rockets+other projectiles.
http://i.imgur.com/ogEed8o.jpg
http://i.imgur.com/hAv9fjM.jpg
http://i.imgur.com/zKpczH2.jpg
I think the window over the little pipe should either be blocked off or replace the little pipe. If the little pipe is removed, the window could be taller so you don't have to duck to stand on the sill.
http://i.imgur.com/Rg0sIrP.jpg
I threw together an album with all the eaves and other lips that can catch jumping Soldiers. Most of these do not affect rocket jumps, but I feel that Roamer especially is more fun when I don't have to memorize exactly where I can and cannot pogo off the wall. Again, I think newer MM players would appreciate not having to deal with random protrusions.
http://imgur.com/a/rLDt7

Awesome, I'll be doing a pass with clipping on the roofs for sure. The window will definitely be blocked off, i've seen that a few times and my later maps the glass windows are always clipped off. The shadow thing is weird, source always has issues with it. I don't know why one side sees through and the other doesn't, but maybe i'm using different kinds of brushes, who knows. I'll probably keep the pipe and not block it off fully, since its such an incredibly unlikely shot that you would need to make for it to matter (additionally, blocking it off would mean that if you fire a rocket that hits below the pipe and it explodes upward, the bullet block would prevent it from doing damage, which would probably piss people off). The boxes can be adjusted to better catch grenades and such.

[quote=Bilbert]You may want to look at the lighting in Alley. On BLU side, the panel above the pallets shows the shadows of players behind it. I think it's fine on RED side. In addition to being unbalanced for the teams, it's unfair for players who have shadows disabled.
[img]http://i.imgur.com/eI2zs3d.jpg[/img]
[img]http://i.imgur.com/Sybxmmu.jpg[/img]
Please consider smoothing up some of the gaps in the map. Both the pile of boxes by Last and the little pipe by Second can swallow rockets+other projectiles.
[img]http://i.imgur.com/ogEed8o.jpg[/img]
[img]http://i.imgur.com/hAv9fjM.jpg[/img]
[img]http://i.imgur.com/zKpczH2.jpg[/img]
I think the window over the little pipe should either be blocked off or replace the little pipe. If the little pipe is removed, the window could be taller so you don't have to duck to stand on the sill.
[img]http://i.imgur.com/Rg0sIrP.jpg[/img]
I threw together an album with all the eaves and other lips that can catch jumping Soldiers. Most of these do not affect rocket jumps, but I feel that Roamer especially is more fun when I don't have to memorize exactly where I can and cannot pogo off the wall. Again, I think newer MM players would appreciate not having to deal with random protrusions.
http://imgur.com/a/rLDt7[/quote]

Awesome, I'll be doing a pass with clipping on the roofs for sure. The window will definitely be blocked off, i've seen that a few times and my later maps the glass windows are always clipped off. The shadow thing is weird, source always has issues with it. I don't know why one side sees through and the other doesn't, but maybe i'm using different kinds of brushes, who knows. I'll probably keep the pipe and not block it off fully, since its such an incredibly unlikely shot that you would need to make for it to matter (additionally, blocking it off would mean that if you fire a rocket that hits below the pipe and it explodes upward, the bullet block would prevent it from doing damage, which would probably piss people off). The boxes can be adjusted to better catch grenades and such.
36
#36
24 Frags +

Unearthing this to say I appreciate playing the map in ETF2L =)

Unearthing this to say I appreciate playing the map in ETF2L =)
37
#37
-48 Frags +

Fuck this burger map

Fuck this burger map
38
#38
-18 Frags +
MankyFuck this burger map

do you want anyfing from macdondald

borgar

[quote=Manky]Fuck this burger map[/quote]

do you want anyfing from macdondald

[i]borgar[/i]
39
#39
12 Frags +

i really really really like this borger map

i really really really like this borger map
40
#40
-16 Frags +
TwiggyUnearthing this to say I appreciate playing the map in ETF2L =)

Cringe

MankyFuck this burger map

Based

[quote=Twiggy]Unearthing this to say I appreciate playing the map in ETF2L =)[/quote]
Cringe
[quote=Manky]Fuck this burger map[/quote]
Based
41
#41
8 Frags +
MakTwiggyUnearthing this to say I appreciate playing the map in ETF2L =)CringeMankyFuck this burger mapBased

Extreme cringe energy from this post

[quote=Mak][quote=Twiggy]Unearthing this to say I appreciate playing the map in ETF2L =)[/quote]
Cringe
[quote=Manky]Fuck this burger map[/quote]
Based[/quote]

Extreme cringe energy from this post
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