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koth_clearcut
1
#1
0 Frags +

This is the mega thread and all updates will be added here along with what I am working on. If you have any questions or feedback I am the mapper so don't be afraid to post! I check the forum pretty often and will keep the page updated.

Current version: B14a

This updates change log:

Minor Patch:

-Added missing clipping to a fence on crane house.

-Fixed version name having a capital.​

Main Version Update: B14

Game Play:

-Redesigned left attack route to no longer go lower down to a stair case, but instead to be a flat platform that goes from crane house to the roof. This platform raises up in height and slightly juts out at the top for scouts.

-Health kit and ammo kit under patio are moved to the side of the platform. The kits have been moved closer to attackers.

-Shed on point has had the wall closest to the point reduced in size. this is to reduce cover for those who hid inside. A new staircase was built in it's place to make it easier to get to point from inside.

-Towers have been changed to have ramps that go around from right to pointing towards the opposing roof. This is to replace the box jump scouts once had; it ended up being clunky and requiring multiple jumps to use it properly. So the new version should better benefit those who want height from the tower.

-Blocker that use to be in between crane house and saw house has been removed and the sky box was raised in the area as well. This should make it easier to launch on to the point from left side while still stopping the defenders from utilizing it as bomb method. It most likely still will be used that way, but the sky box drops quickly making it unlikely to be a high bomb.

-Blocker in between saw house and garage has been removed.

-The previous crouch jump to jump that was in the mid transition to left transition has been removed. It has been replaced by a ramp that steadily gets higher to a simple jump at the top. This will make rotations hopefully easier while I come up with a better less ugly solution.

-Raised terrain in valley and up to mid. This is to make it easy to tap jump into saw house from mid without needing to take the previous long route. The stairs are no longer required to get into saw house. Getting on to porch in valley is also just a tap jump. This has also reduced the height difference between roof and valley.

-Raised terrain were patio used to be to better meet the new platform.

-Changed angled ramp where right transition exits in to the backyard. The angle is now a rough 30 degrees instead of 45.

Building Redesigns:

-Saw house, crane house, closet house, and valley building have had their brushwork completely redone in order to reduce total amount of textures on screen. This means that a lot of brushwork was simplified.

-Closet house got its finalized detail work.

-Closet house now only has one window.

-Valley building got its finalized detail work.

Clipping fixes:

-New clipping was made for the new platform.

-New clipping for crane house to fix what the redesign broke.

-New clipping for closet house to ensure it is up to date with the rest.

Performance fixes:

-Hints have been redone to properly cut visleafs where people can't see them. This should reduce how much is culled in at once.

-The sky box has been redone in multiple areas to help reduce the amount of unused space.

-The sky box runs along multiple building to better stop visleafs from seeing each other.

-Area portals have been placed in between valley and saw, and in between saw and crane house. This will even further help with culling out what can't be seen.

-Large amounts of brush entities were converted to func_illusory. This is because they did not need to have clipping to them.

Minor changes:

-Removed sheet metal prop in blu saw house for brushwork that better represents the ramp.

-Redid some displacements.

-Red side spawn has new props and a change in saw design.

-Blu lost a lot of trees.

-Changed props on blu side to better fit the atmosphere of their side.

-Changed lighting on blu side to better fit the atmosphere of their side.

-Changed a large amount of textures on blu side to better fit the atmosphere of their side.

-Removed a large amount of random unseen textures.

Previous version: B13

That updates change log:

-The right transition leading out of spawn has had its door changed to be taller. The sight blocker has been removed to make roll outs easier. The first ramp has been widened and has had it's clipping more unified.

-The left transition exit into backyard has been widened to help pushes through it.

-The porch coming out of right transition has been extended under the building in valley. A fence was put up to block a sight line that could of been created.

-The crane house has been redone for both sides and includes new clipping as well. This includes new doors out the left side to make it harder for defenders to stuff you before you get through.

-The height blocker between crane and saw house has been changed to its art passed form and has a smaller hit box on the bottom compared to the old one.

-Closet has been changed to better help attackers and is open through valley but no longer patio. The door to shed and point has been widened to better help pushes through it.

-Scout ramps on the patios have been added back to allow pushes up to the enemies roofs again.

-Removed the fence on balcony. Instead 2 boxes have been placed up against saw house and it should allow the gathering of info more than the fence did.

-The wall in between crane and closet has been redone to its art passed form and better fits the skybox.

-The skybox has been completely reworked to fit the environment more snugly. This will hopefully make it easier on older PCs.

-The piece of wood on the ground next to tower has been removed.

-Clipping has been added to the boxes and wood in saw house to make getting stuck on them harder.

-Clipping has been adjusted to handle the new porch and door in valley.

-Fixed players being able to stand on the windows in blu closet.

-Clipped the box on tower to make rockets more reliable for kills.

-Fixed the clipping for the wood pile in closet.

-Added clipping in the sheds to make it more reliable for rockets.

-Clipped various doors to make walking through smoother.

-Broken overlays have been fixed.

Images, additional patches, downloads, and more info: https://tf2maps.net/downloads/clearcut.5682/

What I'm working on:

WOOOOWEEE That took some time, and almost too late for the season. Sorry everyone for the time it took. B14 should be all set for season 2. Of course I'll be keeping my ear to the ground for any news about issues. I'll fix as much as I can leading up to the season 2. Happy New Year!!

This is the mega thread and all updates will be added here along with what I am working on. If you have any questions or feedback I am the mapper so don't be afraid to post! I check the forum pretty often and will keep the page updated.

[u][b]Current version: B14a[/b]
[/u]
[b]This updates change log:[/b]

Minor Patch:

-Added missing clipping to a fence on crane house.

-Fixed version name having a capital.​

[b]Main Version Update: B14[/b]

Game Play:

-Redesigned left attack route to no longer go lower down to a stair case, but instead to be a flat platform that goes from crane house to the roof. This platform raises up in height and slightly juts out at the top for scouts.

-Health kit and ammo kit under patio are moved to the side of the platform. The kits have been moved closer to attackers.

-Shed on point has had the wall closest to the point reduced in size. this is to reduce cover for those who hid inside. A new staircase was built in it's place to make it easier to get to point from inside.

-Towers have been changed to have ramps that go around from right to pointing towards the opposing roof. This is to replace the box jump scouts once had; it ended up being clunky and requiring multiple jumps to use it properly. So the new version should better benefit those who want height from the tower.

-Blocker that use to be in between crane house and saw house has been removed and the sky box was raised in the area as well. This should make it easier to launch on to the point from left side while still stopping the defenders from utilizing it as bomb method. It most likely still will be used that way, but the sky box drops quickly making it unlikely to be a high bomb.

-Blocker in between saw house and garage has been removed.

-The previous crouch jump to jump that was in the mid transition to left transition has been removed. It has been replaced by a ramp that steadily gets higher to a simple jump at the top. This will make rotations hopefully easier while I come up with a better less ugly solution.

-Raised terrain in valley and up to mid. This is to make it easy to tap jump into saw house from mid without needing to take the previous long route. The stairs are no longer required to get into saw house. Getting on to porch in valley is also just a tap jump. This has also reduced the height difference between roof and valley.

-Raised terrain were patio used to be to better meet the new platform.

-Changed angled ramp where right transition exits in to the backyard. The angle is now a rough 30 degrees instead of 45.

Building Redesigns:

-Saw house, crane house, closet house, and valley building have had their brushwork completely redone in order to reduce total amount of textures on screen. This means that a lot of brushwork was simplified.

-Closet house got its finalized detail work.

-Closet house now only has one window.

-Valley building got its finalized detail work.

Clipping fixes:

-New clipping was made for the new platform.

-New clipping for crane house to fix what the redesign broke.

-New clipping for closet house to ensure it is up to date with the rest.

Performance fixes:

-Hints have been redone to properly cut visleafs where people can't see them. This should reduce how much is culled in at once.

-The sky box has been redone in multiple areas to help reduce the amount of unused space.

-The sky box runs along multiple building to better stop visleafs from seeing each other.

-Area portals have been placed in between valley and saw, and in between saw and crane house. This will even further help with culling out what can't be seen.

-Large amounts of brush entities were converted to func_illusory. This is because they did not need to have clipping to them.

Minor changes:

-Removed sheet metal prop in blu saw house for brushwork that better represents the ramp.

-Redid some displacements.

-Red side spawn has new props and a change in saw design.

-Blu lost a lot of trees.

-Changed props on blu side to better fit the atmosphere of their side.

-Changed lighting on blu side to better fit the atmosphere of their side.

-Changed a large amount of textures on blu side to better fit the atmosphere of their side.

-Removed a large amount of random unseen textures.

[u][b]Previous version: B13[/b]
[/u]
[b]That updates change log:[/b]

-The right transition leading out of spawn has had its door changed to be taller. The sight blocker has been removed to make roll outs easier. The first ramp has been widened and has had it's clipping more unified.

-The left transition exit into backyard has been widened to help pushes through it.

-The porch coming out of right transition has been extended under the building in valley. A fence was put up to block a sight line that could of been created.

-The crane house has been redone for both sides and includes new clipping as well. This includes new doors out the left side to make it harder for defenders to stuff you before you get through.

-The height blocker between crane and saw house has been changed to its art passed form and has a smaller hit box on the bottom compared to the old one.

-Closet has been changed to better help attackers and is open through valley but no longer patio. The door to shed and point has been widened to better help pushes through it.

-Scout ramps on the patios have been added back to allow pushes up to the enemies roofs again.

-Removed the fence on balcony. Instead 2 boxes have been placed up against saw house and it should allow the gathering of info more than the fence did.

-The wall in between crane and closet has been redone to its art passed form and better fits the skybox.

-The skybox has been completely reworked to fit the environment more snugly. This will hopefully make it easier on older PCs.

-The piece of wood on the ground next to tower has been removed.

-Clipping has been added to the boxes and wood in saw house to make getting stuck on them harder.

-Clipping has been adjusted to handle the new porch and door in valley.

-Fixed players being able to stand on the windows in blu closet.

-Clipped the box on tower to make rockets more reliable for kills.

-Fixed the clipping for the wood pile in closet.

-Added clipping in the sheds to make it more reliable for rockets.

-Clipped various doors to make walking through smoother.

-Broken overlays have been fixed.

[u][b]Images, additional patches, downloads, and more info:[/b][/u] https://tf2maps.net/downloads/clearcut.5682/

[u][b]What I'm working on:[/b][/u]

WOOOOWEEE That took some time, and almost too late for the season. Sorry everyone for the time it took. B14 should be all set for season 2. Of course I'll be keeping my ear to the ground for any news about issues. I'll fix as much as I can leading up to the season 2. Happy New Year!!
2
#2
3 Frags +

Balancing Frames - B12
Flanks and Frames

The flanks are once again on the chopping block and this time it's personal. Most matches played out with scouts and soldiers getting behind for practically free. This became a issue of contention with how to resolve the fragmented team fights. I decided that smaller less powerful flanks would resolve in them being used for plays and less for constant usage. Overall I like the change already more then the old flank, but it's not up for me to fully decide. Optimization has also been looked into, and it has certainly showed some positive results. Whether or not it is enough is to be seen.

My idea of callouts can be found through the tf2maps link.

Balancing Frames - B12
Flanks and Frames

The flanks are once again on the chopping block and this time it's personal. Most matches played out with scouts and soldiers getting behind for practically free. This became a issue of contention with how to resolve the fragmented team fights. I decided that smaller less powerful flanks would resolve in them being used for plays and less for constant usage. Overall I like the change already more then the old flank, but it's not up for me to fully decide. Optimization has also been looked into, and it has certainly showed some positive results. Whether or not it is enough is to be seen.

My idea of callouts can be found through the tf2maps link.
3
#3
2 Frags +

Attack > Defend - B13
PUSH

To better help attackers before competitive starts, I went ahead and made it easier to push the point. Scouts got more toys for the roofs. Soldiers got more refined clipping to help their rockets. Demo got an easier roll out as well. This will most likely be the last version till the season ends, and I hope it plays well.

Have fun!

Attack > Defend - B13
PUSH

To better help attackers before competitive starts, I went ahead and made it easier to push the point. Scouts got more toys for the roofs. Soldiers got more refined clipping to help their rockets. Demo got an easier roll out as well. This will most likely be the last version till the season ends, and I hope it plays well.

Have fun!
4
#4
0 Frags +

anyone else get bad fps and stuttering in this map?

anyone else get bad fps and stuttering in this map?
5
#5
-24 Frags +

please god someone make a different map and save me from this aids

please god someone make a different map and save me from this aids
6
#6
10 Frags +
dcveplease god someone make a different map and save me from this aids

there are many people trying to make maps and i haven't seen u posting useful feedback anywhere

[quote=dcve]please god someone make a different map and save me from this aids[/quote]
there are many people trying to make maps and i haven't seen u posting useful feedback anywhere
7
#7
DM Servers
2 Frags +

sturm if u slide me the vmf i'll add it (edited) as an arena in mge_oihguv_sucks_b3

deadass

sturm if u slide me the vmf i'll add it (edited) as an arena in mge_oihguv_sucks_b3

deadass
8
#8
-8 Frags +
dcveplease god someone make a different map and save me from this aids
[quote=dcve]please god someone make a different map and save me from this aids[/quote]
9
#9
3 Frags +
edindcveplease god someone make a different map and save me from this aids

Perhaps if you could be more specific about what you don't like about the map it might be more helpful.

[quote=edin][quote=dcve]please god someone make a different map and save me from this aids[/quote][/quote]

Perhaps if you could be more specific about what you don't like about the map it might be more helpful.
10
#10
3 Frags +

https://i.imgur.com/khlV02K.jpg

Doesn't really matter but it looks kinda stupid to have the door clip through this window hole

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

If you're going to blockbullets under this you should put some sort of chainlink fence texture to make it a bit more obvious. I would also consider redoing the displacements in spawn as it's a bit awkward to jump around due to them. I would also consider removing those bushes since they're a bit obnoxious as far as sticky traps go.

https://i.imgur.com/HVg0VEW.jpg

The way you clip roofs on this map is strange, you do it like most of the 6s maps on like half of it but keep the old style (Overhanging clips) on a bunch of them as well. I personally think the best solution is to just clip off from the actual building and then use something like func_illusionary so you can still have the nice looking overhang.

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

I don't really see a reason for this roof to be lower than the rest of the building. If you're trying to jump off the wall there you're going to hit your head most of the time.

https://i.imgur.com/ZFf7S6d.jpg

Another example of the inconsistant roof clipping

https://i.imgur.com/g298xYn.jpg

Another area you bulletblocked that you'd be able to shoot through on most maps. I know it isn't a major thing but if you're going to bulletblock it you might as well just have the two props directly next to eachother.

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

The ramp leading up here is like incredibly steep and could probably be changed a bit to look and play nicer. I would probably just have it extend a bit out onto the concrete platform near the boxes.

https://i.imgur.com/RmMe0Ba.jpg

More clipping

https://i.imgur.com/MDgg7T5.jpg

This corner is kind of just a place where you'll get bounced and die, I would try to smooth it out so the building just line up with a fence or something.

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

I also feel like you could raise the height of basically everything on the lower end and it would make the entire area feel a bit less awkward, there's a lot of displacement height variation that seems pretty unnecessary. If you had it roughly to where the red lines are you could get rid of that ramp on the side room and then just have a smoother transition to the middle entrance.

https://i.imgur.com/nOOc2fe.jpg

One of these requires a crouch and the other does not, I would probably just try to space it so you can just jump for both so going between the areas is smoother. Lowering the first one slightly should do that.

https://i.imgur.com/HI3vF1x.jpg

One way glass is a bit strange to have on this area of the map, I guess you have it to allow players to check for forward holds but I normally only see that kind of stuff on last points. I guess you can keep it but it is strange.

https://i.imgur.com/BWQ4RfF.jpg

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

The clipping on this area is pretty strange, not sure why you have clipped off the right side when you can jump through the left. I would also move that pipe thing up a bit (~256u) so that when you're jumping in/out of that area you're not going to be hitting your head every time.

https://i.imgur.com/yAKIp2S.jpg

Same thing with this, I guess you have this to prevent people from flying in to the packs but it is fairly awkward and the first time I played the map I figured you could just go over it or something.

https://i.imgur.com/0vKBWwb.jpg

Ramp could use some clipping on the edges to make going up it smoother.

https://i.imgur.com/mkwgTy5.jpg

This whole part of mid felt off when I played it, it seems like it's only purpose is to give scouts a way to get onto the enemies shed which feels unnecessary considering how dominant the class already is on koth maps. Also just having a small health/ammo in such a risky part of the map feels pointless, it's such an incredibly bad place to be as pretty much every class and you can just get basically the same pack/ammo by going into the shed which at least provides some level of cover. Much like the area near the larger pack I feel like the displacements are far too steep in this area. If you level it out a bit and change around that little stand thing you might be able to at least spam point or something from that area. Right now it just feels like a death trap.

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

Goes in with my suggestion about raising the displacements around the point but having the ground around these boxes a bit higher would make it so you can crouch jump on them from more than 1 spot easily.

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

Clipping/displacement raise here would make this corner a lot nicer.

https://i.imgur.com/B3nDONt.jpg

More roof stuff, I do really like that sort of displacement ramp thing on the side since you could use that you stop fall damage on a high jump or maybe some sort of rampshot thing as well

https://i.imgur.com/ZtQ4E2i.jpg

Another overhang that can block jumps

https://i.imgur.com/FDcY3lf.jpg

Fairly unimportant but I'm not sure what's going on with these textures, I don't think it's my config as I have overlays and most other things on but it could be an issue with dx81, either way it looks off and there's quite a few of them around the map.

I'll likely update this once I've played the map a bit more most of my opinions on gameplay changes are just based on looking over the map since I haven't played it very much.

[img]https://i.imgur.com/khlV02K.jpg[/img]

Doesn't really matter but it looks kinda stupid to have the door clip through this window hole

[img]https://i.imgur.com/kWFXqVz.jpg[/img]

If you're going to blockbullets under this you should put some sort of chainlink fence texture to make it a bit more obvious. I would also consider redoing the displacements in spawn as it's a bit awkward to jump around due to them. I would also consider removing those bushes since they're a bit obnoxious as far as sticky traps go.

[img]https://i.imgur.com/HVg0VEW.jpg[/img]

The way you clip roofs on this map is strange, you do it like most of the 6s maps on like half of it but keep the old style (Overhanging clips) on a bunch of them as well. I personally think the best solution is to just clip off from the actual building and then use something like func_illusionary so you can still have the nice looking overhang.

[img]https://i.imgur.com/wbOPOgc.jpg[/img]

I don't really see a reason for this roof to be lower than the rest of the building. If you're trying to jump off the wall there you're going to hit your head most of the time.

[img]https://i.imgur.com/ZFf7S6d.jpg[/img]

Another example of the inconsistant roof clipping

[img]https://i.imgur.com/g298xYn.jpg[/img]

Another area you bulletblocked that you'd be able to shoot through on most maps. I know it isn't a major thing but if you're going to bulletblock it you might as well just have the two props directly next to eachother.

[img]https://i.imgur.com/AxHURJa.jpg[/img]

The ramp leading up here is like incredibly steep and could probably be changed a bit to look and play nicer. I would probably just have it extend a bit out onto the concrete platform near the boxes.

[img]https://i.imgur.com/RmMe0Ba.jpg[/img]

More clipping

[img]https://i.imgur.com/MDgg7T5.jpg[/img]

This corner is kind of just a place where you'll get bounced and die, I would try to smooth it out so the building just line up with a fence or something.

[img]https://i.imgur.com/ZyEMgGN.jpg[/img]

I also feel like you could raise the height of basically everything on the lower end and it would make the entire area feel a bit less awkward, there's a lot of displacement height variation that seems pretty unnecessary. If you had it roughly to where the red lines are you could get rid of that ramp on the side room and then just have a smoother transition to the middle entrance.

[img]https://i.imgur.com/nOOc2fe.jpg[/img]

One of these requires a crouch and the other does not, I would probably just try to space it so you can just jump for both so going between the areas is smoother. Lowering the first one slightly should do that.

[img]https://i.imgur.com/HI3vF1x.jpg[/img]

One way glass is a bit strange to have on this area of the map, I guess you have it to allow players to check for forward holds but I normally only see that kind of stuff on last points. I guess you can keep it but it is strange.

[img]https://i.imgur.com/BWQ4RfF.jpg[/img]
[img]https://i.imgur.com/nhWJaCP.jpg[/img]

The clipping on this area is pretty strange, not sure why you have clipped off the right side when you can jump through the left. I would also move that pipe thing up a bit (~256u) so that when you're jumping in/out of that area you're not going to be hitting your head every time.

[img]https://i.imgur.com/yAKIp2S.jpg[/img]

Same thing with this, I guess you have this to prevent people from flying in to the packs but it is fairly awkward and the first time I played the map I figured you could just go over it or something.

[img]https://i.imgur.com/0vKBWwb.jpg[/img]

Ramp could use some clipping on the edges to make going up it smoother.

[img]https://i.imgur.com/mkwgTy5.jpg[/img]

This whole part of mid felt off when I played it, it seems like it's only purpose is to give scouts a way to get onto the enemies shed which feels unnecessary considering how dominant the class already is on koth maps. Also just having a small health/ammo in such a risky part of the map feels pointless, it's such an incredibly bad place to be as pretty much every class and you can just get basically the same pack/ammo by going into the shed which at least provides some level of cover. Much like the area near the larger pack I feel like the displacements are far too steep in this area. If you level it out a bit and change around that little stand thing you might be able to at least spam point or something from that area. Right now it just feels like a death trap.

[img]https://i.imgur.com/sycmNHI.jpg[/img]

Goes in with my suggestion about raising the displacements around the point but having the ground around these boxes a bit higher would make it so you can crouch jump on them from more than 1 spot easily.

[img]https://i.imgur.com/GWkBfqc.jpg[/img]

Clipping/displacement raise here would make this corner a lot nicer.

[img]https://i.imgur.com/B3nDONt.jpg[/img]

More roof stuff, I do really like that sort of displacement ramp thing on the side since you could use that you stop fall damage on a high jump or maybe some sort of rampshot thing as well

[img]https://i.imgur.com/ZtQ4E2i.jpg[/img]

Another overhang that can block jumps

[img]https://i.imgur.com/FDcY3lf.jpg[/img]

Fairly unimportant but I'm not sure what's going on with these textures, I don't think it's my config as I have overlays and most other things on but it could be an issue with dx81, either way it looks off and there's quite a few of them around the map.

I'll likely update this once I've played the map a bit more most of my opinions on gameplay changes are just based on looking over the map since I haven't played it very much.
11
#11
0 Frags +

in that last screenshot, why are you not allowed to crouchjump up to main
or why not just have stairs all across
very annoying to get caught on

in that last screenshot, why are you not allowed to crouchjump up to main
or why not just have stairs all across
very annoying to get caught on
12
#12
DM Servers
-5 Frags +

i decompiled this cuz sturm blocked me (??) and took a look in hammer:

https://i.imgur.com/hXBoaC7.png

why are these blockbullets individual brushes??

https://i.imgur.com/veEw0Xt.png

https://i.imgur.com/ZeWPmhp.png

maybe its a decompile thing but i mean IDK lol

it's weird cuz theres plenty of other solid plane blockbullets on the map so like. why are these not just a solid plane like the rest?

i decompiled this cuz sturm blocked me (??) and took a look in hammer:


[img]https://i.imgur.com/hXBoaC7.png[/img] why are these blockbullets individual brushes??

[img]https://i.imgur.com/veEw0Xt.png[/img]

[img]https://i.imgur.com/ZeWPmhp.png[/img]

maybe its a decompile thing but i mean IDK lol

it's weird cuz theres plenty of other solid plane blockbullets on the map so like. why are these not just a solid plane like the rest?
13
#13
3 Frags +
stephpics

they act the same way as func_detail to the compiler, therefore this doesn't matter

[quote=steph]pics[/quote]
they act the same way as func_detail to the compiler, therefore this doesn't matter
14
#14
5 Frags +

Open Skies - B14
Smooth Sails

The biggest gripes from last season were tackled head on in this update. Be it a performance issue or game play, I hope you find this update fixes it to a degree.

The changes will make scout a little better ( even though he doesn't need it). It will give soldier more routes, let demo go insane in terms of long range travel, and punish medic for hiding in shed. Sniper has received tiny buffs in the form of having slightly more sighlines then before.

Have fun!

Open Skies - B14
Smooth Sails

The biggest gripes from last season were tackled head on in this update. Be it a performance issue or game play, I hope you find this update fixes it to a degree.

The changes will make scout a little better ( even though he doesn't need it). It will give soldier more routes, let demo go insane in terms of long range travel, and punish medic for hiding in shed. Sniper has received tiny buffs in the form of having slightly more sighlines then before.

Have fun!
15
#15
6 Frags +

after playing this map this week honestly my biggest problem with it is performance. i drop about 300 frames depending on where i look in offline servers with no other players (even with toaster configs), and my frames are very irregular when actually playing on it with other people in the server.

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also you can barely stand on this tiny part on the top of the tower, although getting into this spot is incredibly difficult to the point of it being useless in actual games, but it does exist.

https://cdn.discordapp.com/attachments/627021105395400708/680224893454909506/20200220203037_1.jpg

after playing this map this week honestly my biggest problem with it is performance. i drop about 300 frames depending on where i look in offline servers with no other players (even with toaster configs), and my frames are very irregular when actually playing on it with other people in the server.

[spoiler]
also you can barely stand on this tiny part on the top of the tower, although getting into this spot is incredibly difficult to the point of it being useless in actual games, but it does exist.
[img]https://cdn.discordapp.com/attachments/627021105395400708/680224893454909506/20200220203037_1.jpg[/img][/spoiler]
16
#16
4 Frags +

Can we get some physical indication of sky box height on the right side? https://i.imgur.com/149hAVs.jpg

I've fallen short on jumps multiple times from bumping it.

Can we get some physical indication of sky box height on the right side? https://i.imgur.com/149hAVs.jpg

I've fallen short on jumps multiple times from bumping it.
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