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ESEA and Maps: A proposal
31
#31
-2 Frags +
4812622http://download.eoreality.net/tf2/maps

I'm at school so I can't actually open the page, but I see a bunch of Granary changes and at least one Gravelpit + Gullywash.

Those don't work. Removing the .bz2 makes the maps show up in the maps list in TF2, but the maps won't load. Keeping the .bz2 will make the maps not appear in TF2.

[quote=4812622]http://download.eoreality.net/tf2/maps

I'm at school so I can't actually open the page, but I see a bunch of Granary changes and at least one Gravelpit + Gullywash.[/quote]

Those don't work. Removing the .bz2 makes the maps show up in the maps list in TF2, but the maps won't load. Keeping the .bz2 will make the maps not appear in TF2.
32
#32
4 Frags +

the .bz2 is the extension of an archival format like .zip and .rar. you need to use an archive manager like 7-zip to extract it, hopefully.

the .bz2 is the extension of an archival format like .zip and .rar. you need to use an archive manager like 7-zip to extract it, hopefully.
33
#33
0 Frags +

i think this works too http://forums.tf2maps.net/downloads.php?do=file&id=4664
also a video http://www.youtube.com/watch?v=JSkfivxSdj8

i think this works too http://forums.tf2maps.net/downloads.php?do=file&id=4664
also a video http://www.youtube.com/watch?v=JSkfivxSdj8
34
#34
2 Frags +

As far as Gpit goes, there is a map being made that's supposed to be a "better version." It's called Edifice: http://forums.tf2maps.net/showthread.php?t=20586

This will be tested on Saturday during the new map pugs.

Granary spawns: it's actually a fairly big deal, might as well use one of the fixed spawn versions. How should we test them? They will seem out of place in the new map pugs, but we can't just put them in a season and hope nothing is wrong.

Gooolywaawsh: It's trivial.

Clipping issues: Bigger problem than Gully, but I think we can manage for now.

Shadows through walls: This is engine-level. It needs to be fixed not only at the competitive level, but the pub level as well. It's basically a somewhat limited wallhack that's perfectly legal to use (unless ESEA decides to ban shadows).

Asymmetry: Same as clipping issues

As far as Gpit goes, there is a map being made that's supposed to be a "better version." It's called Edifice: http://forums.tf2maps.net/showthread.php?t=20586

This will be tested on Saturday during the new map pugs.

Granary spawns: it's actually a fairly big deal, might as well use one of the fixed spawn versions. How should we test them? They will seem out of place in the new map pugs, but we can't just put them in a season and hope nothing is wrong.

Gooolywaawsh: It's trivial.

Clipping issues: Bigger problem than Gully, but I think we can manage for now.

Shadows through walls: This is engine-level. It needs to be fixed not only at the competitive level, but the pub level as well. It's basically a somewhat limited wallhack that's perfectly legal to use (unless ESEA decides to ban shadows).

Asymmetry: Same as clipping issues
35
#35
0 Frags +
wareyathe .bz2 is the extension of an archival format like .zip and .rar. you need to use an archive manager like 7-zip to extract it, hopefully.

how silly of me, thanks!

And Hooky, if I'm thinking correctly, blu spawns work so that you spawn left first then right, whereas on red it will just spawn you where ever with no pattern in place 100%. If this is correct, then we can just go into a local server and spawn bots.

I also still think we should remove the train tracks from badlands middle. It's ridiculous how something can just randomly absorb rocket splash.

[quote=wareya]the .bz2 is the extension of an archival format like .zip and .rar. you need to use an archive manager like 7-zip to extract it, hopefully.[/quote]

how silly of me, thanks!

And Hooky, if I'm thinking correctly, blu spawns work so that you spawn left first then right, whereas on red it will just spawn you where ever with no pattern in place 100%. If this is correct, then we can just go into a local server and spawn bots.

I also still think we should remove the train tracks from badlands middle. It's ridiculous how something can just randomly absorb rocket splash.
36
#36
0 Frags +

I'm not hooli.

Edit: fixed, thanks

I'm not hooli.

Edit: fixed, thanks
37
#37
2 Frags +
hookyShadows through walls: This is engine-level. It needs to be fixed not only at the competitive level, but the pub level as well. It's basically a somewhat limited wallhack that's perfectly legal to use (unless ESEA decides to ban shadows).

Could the walls be made thicker in the areas where shadows are a problem?

[quote=hooky]Shadows through walls: This is engine-level. It needs to be fixed not only at the competitive level, but the pub level as well. It's basically a somewhat limited wallhack that's perfectly legal to use (unless ESEA decides to ban shadows).[/quote]

Could the walls be made thicker in the areas where shadows are a problem?
38
#38
6 Frags +
swiperhookyShadows through walls: This is engine-level. It needs to be fixed not only at the competitive level, but the pub level as well. It's basically a somewhat limited wallhack that's perfectly legal to use (unless ESEA decides to ban shadows).
Could the walls be made thicker in the areas where shadows are a problem?

Yes, but it's just a cheap fix for a huge problem.

[quote=swiper][quote=hooky]Shadows through walls: This is engine-level. It needs to be fixed not only at the competitive level, but the pub level as well. It's basically a somewhat limited wallhack that's perfectly legal to use (unless ESEA decides to ban shadows).[/quote]

Could the walls be made thicker in the areas where shadows are a problem?[/quote]
Yes, but it's just a cheap fix for a huge problem.
39
#39
0 Frags +

So I tested cp_granary_spawnfix and the spawns on red work perfectly fine. Bots would only spawn right side after having spawns on the left filled.

I also tested cp_granary_pro, and there were major differences in map structure as well as spawn fixes. After looking at the map structure changes, I thought they might have been okay but I'm not entirely sure.

All I know is cp_granary_spawnfix's red spawns work as they should from what I've seen.

So I tested cp_granary_spawnfix and the spawns on red work perfectly fine. Bots would only spawn right side after having spawns on the left filled.

I also tested cp_granary_pro, and there were major differences in map structure as well as spawn fixes. After looking at the map structure changes, I thought they might have been okay but I'm not entirely sure.

All I know is cp_granary_spawnfix's red spawns work as they should from what I've seen.
40
#40
2 Frags +

Don't forget that player models stick through paper thin walls, too. Just bringing it up because it has to be thought about whenever wall thickness and shit goin' through walls is brought up.

Don't forget that player models stick through paper thin walls, too. Just bringing it up because it has to be thought about whenever wall thickness and shit goin' through walls is brought up.
41
#41
cp_snakewater
4 Frags +

If there's a genuine interest for fixing these issues, I might be able to help out. If somebody could compile a list of what needs to be fixed, I'll have look and see what I can do.

If there's a genuine interest for fixing these issues, I might be able to help out. If somebody could compile a list of what needs to be fixed, I'll have look and see what I can do.
42
#42
2 Frags +

Funny that they stuff like engineer building areas on doomsday/bigrock but they won't fix a huge problem with one of their oldest maps

Funny that they stuff like engineer building areas on doomsday/bigrock but they won't fix a huge problem with one of their oldest maps
43
#43
3 Frags +

Pics of Granary Pro's changes:

http://cloud-2.steampowered.com/ugc/920129449264168694/C38CDBE5D8698A7FB1214299BF0E59126968F8B6/

http://cloud.steampowered.com/ugc/920129449264167992/203050C4DF7DA19C348BC914FFA44FC15BAA2FE8/

http://cloud-2.steampowered.com/ugc/920129449264166797/325C6EDE69DF57C961F973B0EBC1BE80C4314100/

Spawns also seem to stick to the left side unless it's filled.

Edit: The doors at the spawn building exit/rocket room open/close slowly so they slow down scouts.

Pics of Granary Pro's changes:

http://cloud-2.steampowered.com/ugc/920129449264168694/C38CDBE5D8698A7FB1214299BF0E59126968F8B6/

http://cloud.steampowered.com/ugc/920129449264167992/203050C4DF7DA19C348BC914FFA44FC15BAA2FE8/

http://cloud-2.steampowered.com/ugc/920129449264166797/325C6EDE69DF57C961F973B0EBC1BE80C4314100/

Spawns also seem to stick to the left side unless it's filled.

Edit: The doors at the spawn building exit/rocket room open/close slowly so they slow down scouts.
44
#44
-1 Frags +
hookyPics of Granary Pro's changes:
-snip-
Spawns also seem to stick to the left side unless it's filled.

From looking at the spawns it seems like the floor has been lowered?

The choke looks nice and wide, and great for roamers who want to bomb in on yard. The demo could get on top of the shed and just spam through there also. Which seems a bit annoying, but might play out much better than it looks.

[quote=hooky]Pics of Granary Pro's changes:
-snip-
Spawns also seem to stick to the left side unless it's filled.[/quote]

From looking at the spawns it seems like the floor has been lowered?

The choke looks nice and wide, and great for roamers who want to bomb in on yard. The demo could get on top of the shed and just spam through there also. Which seems a bit annoying, but might play out much better than it looks.
45
#45
-1 Frags +

shadows thing sucks!

shadows thing sucks!
46
#46
0 Frags +

Surely there is mileage in submitting the spawnfix for granary back to Valve, it is a fix for a clear asymmetry in their map. Similar to the way the community submitted kill notification icons.

The shadow thing is a pain, however if it is an engine level fix then I'm not sure how likely it is to get done as I suspect most of the developers are working on next gen engine at this point. Then again CS:GO uses the same engine as TF2 now doesn't it? Is it a problem there too??

Surely there is mileage in submitting the spawnfix for granary back to Valve, it is a fix for a clear asymmetry in their map. Similar to the way the community submitted kill notification icons.

The shadow thing is a pain, however if it is an engine level fix then I'm not sure how likely it is to get done as I suspect most of the developers are working on next gen engine at this point. Then again CS:GO uses the same engine as TF2 now doesn't it? Is it a problem there too??
47
#47
0 Frags +
Lucky_PierreThen again CS:GO uses the same engine as TF2 now doesn't it? Is it a problem there too??

Not as much, since it has been slightly modified by Hidden Path, and they do all the updates on CS:GO. While Valve does updates for tf2, and other cs games.

Also, since Hidden Path is working with NiP, Fnatic, Very Games, and other pros. If they get told there is an issue by them, the game is fixed, and patched asap.

[quote=Lucky_Pierre]Then again CS:GO uses the same engine as TF2 now doesn't it? Is it a problem there too??[/quote]

Not as much, since it has been slightly modified by Hidden Path, and they do all the updates on CS:GO. While Valve does updates for tf2, and other cs games.

Also, since Hidden Path is working with NiP, Fnatic, Very Games, and other pros. If they get told there is an issue by them, the game is fixed, and patched asap.
48
#48
0 Frags +

vick's point is legit

_pro maps kinda leave a bad taste in new players' mouths

vick's point is legit

_pro maps kinda leave a bad taste in new players' mouths
49
#49
7 Frags +

I don't think it's worth sacrificing competitive balance for the sake of keeping new players happy. I'm all for growing the community, but if someone can't be bothered to download a couple of maps that are essentially the same as the ones they played in pubs, they probably won't stick around long anyways.

I don't think it's worth sacrificing competitive balance for the sake of keeping new players happy. I'm all for growing the community, but if someone can't be bothered to download a couple of maps that are essentially the same as the ones they played in pubs, they probably won't stick around long anyways.
50
#50
RGB LAN
6 Frags +
hookyPics of Granary Pro's changes:http://cloud-2.steampowered.com/ugc/920129449264168694/C38CDBE5D8698A7FB1214299BF0E59126968F8B6/http://cloud.steampowered.com/ugc/920129449264167992/203050C4DF7DA19C348BC914FFA44FC15BAA2FE8/http://cloud-2.steampowered.com/ugc/920129449264166797/325C6EDE69DF57C961F973B0EBC1BE80C4314100/Spawns also seem to stick to the left side unless it's filled.Edit: The doors at the spawn building exit/rocket room open/close slowly so they slow down scouts.

Wow, those changes are sick.

Also, not sure if this has been brought up, but is it possible to have shadows forced off via server-side? For some reason I don't think it's possible without a plugin, but I have a pretty good feeling that Valve won't care enough to fix the shadows issue.

[quote=hooky]Pics of Granary Pro's changes:http://cloud-2.steampowered.com/ugc/920129449264168694/C38CDBE5D8698A7FB1214299BF0E59126968F8B6/http://cloud.steampowered.com/ugc/920129449264167992/203050C4DF7DA19C348BC914FFA44FC15BAA2FE8/http://cloud-2.steampowered.com/ugc/920129449264166797/325C6EDE69DF57C961F973B0EBC1BE80C4314100/Spawns also seem to stick to the left side unless it's filled.Edit: The doors at the spawn building exit/rocket room open/close slowly so they slow down scouts.[/quote]

Wow, those changes are sick.

Also, not sure if this has been brought up, but is it possible to have shadows forced off via server-side? For some reason I don't think it's possible without a plugin, but I have a pretty good feeling that Valve won't care enough to fix the shadows issue.
51
#51
2 Frags +

lets just put the setup gates back in

lets just put the setup gates back in
52
#52
1 Frags +

Getting valve to add a convar for forcing clients to not use high quality shadows is a good idea. It shouldn't be a lot of work and it would be a huge plus for competitive play. They've "fixed" similar exploits with serverside blocks in the past, like the widescreen thing.

Getting valve to add a convar for forcing clients to not use high quality shadows is a good idea. It shouldn't be a lot of work and it would be a huge plus for competitive play. They've "fixed" similar exploits with serverside blocks in the past, like the widescreen thing.
53
#53
0 Frags +
TheFragileWow, those changes are sick.

You don't have to use the _pro version of Granary, as I believe one of the other two Granary fixs have an untouched Granary with fixed spawns. One of them have pre-garage door Granary with fixed spawns, though.

If I'm correct, we should just send the one to Killing and live with the _fixedspawns (or whatever it is) suffix.

[quote=TheFragile]Wow, those changes are sick.[/quote]

You don't have to use the _pro version of Granary, as I believe one of the other two Granary fixs have an untouched Granary with fixed spawns. One of them have pre-garage door Granary with fixed spawns, though.

If I'm correct, we should just send the one to Killing and live with the _fixedspawns (or whatever it is) suffix.
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