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cp_metalworks feedback thread
31
#31
-10 Frags +
frknlisten to the b4nny
[quote=frkn]listen to the b4nny[/quote]
32
#32
1 Frags +

I only played this map once when my friend was having issues with his PC. The only feedback I can say is that the roll out felt weird since the objects that b4nny pointed out [picture below] felt like they were in the way.

http://i.imgur.com/6fFYKZg.jpg

I only played this map once when my friend was having issues with his PC. The only feedback I can say is that the roll out felt weird since the objects that b4nny pointed out [picture below] felt like they were in the way.

[img]http://i.imgur.com/6fFYKZg.jpg[/img]
33
#33
cp_process, cp_metalworks
7 Frags +

Okay, so I've got an updated version ready for testing. I went ahead and put in most of the changes I accepted in this thread. I'm not really sure on some of them, the window at mid seems kind of abusable as a sniper sightline, but who knows.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test.bsp

Okay, so I've got an updated version ready for testing. I went ahead and put in most of the changes I accepted in this thread. I'm not really sure on some of them, the window at mid seems kind of abusable as a sniper sightline, but who knows.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test.bsp
34
#34
0 Frags +
ScorpiouprisingOkay, so I've got an updated version ready for testing. I went ahead and put in most of the changes I accepted in this thread. I'm not really sure on some of them, the window at mid seems kind of abusable as a sniper sightline, but who knows.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test.bsp

Sweet! Do you have any pictures of the major changes made?

[quote=Scorpiouprising]Okay, so I've got an updated version ready for testing. I went ahead and put in most of the changes I accepted in this thread. I'm not really sure on some of them, the window at mid seems kind of abusable as a sniper sightline, but who knows.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test.bsp[/quote]

Sweet! Do you have any pictures of the major changes made?
35
#35
9 Frags +

First thought is that the changes to mid will be detrimental. In previous versions, mid, the yard and alley seemed almost perfect to me so I am missing the need to change mid. The stairs were actually a pretty crucial tool for dodging as medic, also important for scouts to access the roof. While it was annoying to be sitting there and having a soldier land on you from the skybox, it never felt broken, just a feature of the map I guess. Sitting in that window is not very interesting, though I understand the comparison to badlands. Also, you're right that the new sightline is kind of ridiculous.

Everything else could work, we'll see after testing! Big thanks for your work Scorpio :)

First thought is that the changes to mid will be detrimental. In previous versions, mid, the yard and alley seemed almost perfect to me so I am missing the need to change mid. The stairs were actually a pretty crucial tool for dodging as medic, also important for scouts to access the roof. While it was annoying to be sitting there and having a soldier land on you from the skybox, it never felt broken, just a feature of the map I guess. Sitting in that window is not very interesting, though I understand the comparison to badlands. Also, you're right that the new sightline is kind of ridiculous.

Everything else could work, we'll see after testing! Big thanks for your work Scorpio :)
36
#36
cp_process, cp_metalworks
9 Frags +

Yah, sorry.

Changes to last. Got rid of most of the obstructions on rollouts, closed up the gap, shifted the box stack around, and opened up the right most defensive area.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0000.jpg
https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0001.jpg

Changes to 2nd to last connector on the left side. Reworked the position of the shutter exit to 2nd. Had to move the ramp over a bit to make room.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0002.jpg
https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0004.jpg

Smaller healthpack behind 2nd point.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0003.jpg

Got rid of the windows on the rollout door. They seemed a bit extraneous, mostly to stop sticky traps, but ultimately not that useful.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0005.jpg

Windows at middle. Worried about some sniper sightline issue, but we'll see how it goes.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0006.jpg
https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0007.jpg
https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0008.jpg

Medium health and ammo outside of mid.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0009.jpg

Yah, sorry.

Changes to last. Got rid of most of the obstructions on rollouts, closed up the gap, shifted the box stack around, and opened up the right most defensive area.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0000.jpg
https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0001.jpg

Changes to 2nd to last connector on the left side. Reworked the position of the shutter exit to 2nd. Had to move the ramp over a bit to make room.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0002.jpg
https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0004.jpg

Smaller healthpack behind 2nd point.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0003.jpg

Got rid of the windows on the rollout door. They seemed a bit extraneous, mostly to stop sticky traps, but ultimately not that useful.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0005.jpg

Windows at middle. Worried about some sniper sightline issue, but we'll see how it goes.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0006.jpg
https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0007.jpg
https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0008.jpg

Medium health and ammo outside of mid.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test0009.jpg
37
#37
cp_process, cp_metalworks
1 Frags +
b4nnyFirst thought is that the changes to mid will be detrimental. In previous versions, mid, the yard and alley seemed almost perfect to me so I am missing the need to change mid. The stairs were actually a pretty crucial tool for dodging as medic, also important for scouts to access the roof. While it was annoying to be sitting there and having a soldier land on you from the skybox, it never felt broken, just a feature of the map I guess. Sitting in that window is not very interesting, though I understand the comparison to badlands. Also, you're right that the new sightline is kind of ridiculous.

Everything else could work, we'll see after testing! Big thanks for your work Scorpio :)

Yah, I think the window could give medics some of the dodge they lost from the stairs, but I'm not really sure its necessary. I'll probably transfer things back, but I figured I would give it a shot, because it did sound like a cool idea.

[quote=b4nny]First thought is that the changes to mid will be detrimental. In previous versions, mid, the yard and alley seemed almost perfect to me so I am missing the need to change mid. The stairs were actually a pretty crucial tool for dodging as medic, also important for scouts to access the roof. While it was annoying to be sitting there and having a soldier land on you from the skybox, it never felt broken, just a feature of the map I guess. Sitting in that window is not very interesting, though I understand the comparison to badlands. Also, you're right that the new sightline is kind of ridiculous.

Everything else could work, we'll see after testing! Big thanks for your work Scorpio :)[/quote]

Yah, I think the window could give medics some of the dodge they lost from the stairs, but I'm not really sure its necessary. I'll probably transfer things back, but I figured I would give it a shot, because it did sound like a cool idea.
38
#38
Momentum Mod
-1 Frags +

Now the connector looks really bare :(

Now the connector looks really bare :(
39
#39
cp_process, cp_metalworks
7 Frags +
HellbentNow the connector looks really bare :(

Well, this was mostly a gameplay focused endeavor. If any of these changes work out, I'll be sure to touch them up when I tidy up.

[quote=Hellbent]Now the connector looks really bare :([/quote]

Well, this was mostly a gameplay focused endeavor. If any of these changes work out, I'll be sure to touch them up when I tidy up.
40
#40
0 Frags +

I feel like the new mid will be even more spammable for soldiers. Will have to try, though

I feel like the new mid will be even more spammable for soldiers. Will have to try, though
41
#41
-1 Frags +

replace all small ammo packs with medium ammo packs

:D :D :D :D

replace all small ammo packs with medium ammo packs

:D :D :D :D
42
#42
1 Frags +

Don't spam medium ammo packs, it'll just make engineer annoying outside of 6s D:
Use them wisely just like you would a lunchbox

Don't spam medium ammo packs, it'll just make engineer annoying outside of 6s D:
Use them wisely just like you would a lunchbox
43
#43
0 Frags +

if you could put hdr lighting into metalworks that would be amazing c:

if you could put hdr lighting into metalworks that would be amazing c:
44
#44
7 Frags +

We pugged it yesterday, and it played pretty well.

On second, I think that moving the door over toward the ramp helped a lot because it centralized a lot of the action inside the base and made each area seem more manageable meanwhile reducing backcaps. The rollout is a bit slower and awkward for your combo it seems though.

Last seemed better. The real problem I encounter now is the fact that you spawn so far back in the spawn room that it takes a really long time to get outside, then go all the way around the wall then get to the point. People have also been bothered by the lack of a second way out of spawn.

Gonna have to try it again to really get a feel for the changes on mid.

We pugged it yesterday, and it played pretty well.

On second, I think that moving the door over toward the ramp helped a lot because it centralized a lot of the action inside the base and made each area seem more manageable meanwhile reducing backcaps. The rollout is a bit slower and awkward for your combo it seems though.

Last seemed better. The real problem I encounter now is the fact that you spawn so far back in the spawn room that it takes a really long time to get outside, then go all the way around the wall then get to the point. People have also been bothered by the lack of a second way out of spawn.

Gonna have to try it again to really get a feel for the changes on mid.
45
#45
cp_process, cp_metalworks
7 Frags +

Next version is out. https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test2.bsp

Picutrtresss and changes:

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test20000.jpg
https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test20001.jpg

Okay, I added a second exit from spawn by ripping apart a wall and adding a slight hallway. Its a bit clumsy right now, both in terms of looks but also in terms of fluid jumps from spawn. I also moved spawns around a bit: The starting spawns are moved forward closer to the middle of the room (might go further next time) and also moved some of the secondary spawns to the new side exit.

I also got rid of the metal grating on the middle section, so you should be able to do some scout and soldier jumps to the point through the needle.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test20002.jpg

Moved the exit from the secondary spawn back. You can still spawn sniper and cover the upper entrance, but you won't be able to dick around with the alleway unless you walk out of spawn.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test20003.jpg

Reverted the changes at mid. Sorry unfff :( Unfortunately, the window doesn't seem particularly useful for demos, and mostly leads to annoying sniper antics, like the above spawn sniper shenanigans. Also, in order to make room for the window I had to get rid of the upper platform and the stairs, and that made mid a bit more static than I like. I kept the medium healthpack, but I'm still not sure on how it plays.

Next version is out. https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test2.bsp

Picutrtresss and changes:

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test20000.jpg
https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test20001.jpg

Okay, I added a second exit from spawn by ripping apart a wall and adding a slight hallway. Its a bit clumsy right now, both in terms of looks but also in terms of fluid jumps from spawn. I also moved spawns around a bit: The starting spawns are moved forward closer to the middle of the room (might go further next time) and also moved some of the secondary spawns to the new side exit.

I also got rid of the metal grating on the middle section, so you should be able to do some scout and soldier jumps to the point through the needle.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test20002.jpg

Moved the exit from the secondary spawn back. You can still spawn sniper and cover the upper entrance, but you won't be able to dick around with the alleway unless you walk out of spawn.

https://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc3_test20003.jpg

Reverted the changes at mid. Sorry unfff :( Unfortunately, the window doesn't seem particularly useful for demos, and mostly leads to annoying sniper antics, like the above spawn sniper shenanigans. Also, in order to make room for the window I had to get rid of the upper platform and the stairs, and that made mid a bit more static than I like. I kept the medium healthpack, but I'm still not sure on how it plays.
46
#46
cp_process, cp_metalworks
3 Frags +

Okay, this is probably the last test version, I think I've got something pretty well set up for rc4. There weren't too many changes this time, mostly just clipping and visual alterations. Mid is slightly different, with some of the excess space underneath the balcony cut out to give a bit more room to move around.

https://dl.dropboxusercontent.com/u/3492731/revenant/cp_metalworks_rc3_test3.bsp

Okay, this is probably the last test version, I think I've got something pretty well set up for rc4. There weren't too many changes this time, mostly just clipping and visual alterations. Mid is slightly different, with some of the excess space underneath the balcony cut out to give a bit more room to move around.

https://dl.dropboxusercontent.com/u/3492731/revenant/cp_metalworks_rc3_test3.bsp
47
#47
cp_process, cp_metalworks
5 Frags +

rc4 is the latest version of the map. I haven't had a lot of chances to test from rc3_test3, but with hammer's impending inaccessibility via steam pipe update, I figured I better get something out sooner, rather than later.

https://dl.dropboxusercontent.com/u/3492731/revenant/cp_metalworks_rc4.bsp

rc4 is the latest version of the map. I haven't had a lot of chances to test from rc3_test3, but with hammer's impending inaccessibility via steam pipe update, I figured I better get something out sooner, rather than later.

https://dl.dropboxusercontent.com/u/3492731/revenant/cp_metalworks_rc4.bsp
48
#48
0 Frags +

so scorpio, is it safe to assume we will be playing rc4 this season in ESEA? If so people should get it on servers/pugnas etc for the upcomming season.

so scorpio, is it safe to assume we will be playing rc4 this season in ESEA? If so people should get it on servers/pugnas etc for the upcomming season.
49
#49
cp_process, cp_metalworks
1 Frags +
BlueberryVillainso scorpio, is it safe to assume we will be playing rc4 this season in ESEA? If so people should get it on servers/pugnas etc for the upcomming season.

Yes, barring any bugs or glitches (which I don't think are likely to occur), RC4 is the version for this season of ESEA.

[quote=BlueberryVillain]so scorpio, is it safe to assume we will be playing rc4 this season in ESEA? If so people should get it on servers/pugnas etc for the upcomming season.[/quote]

Yes, barring any bugs or glitches (which I don't think are likely to occur), RC4 is the version for this season of ESEA.
50
#50
-27 Frags +

It's really ugly.

Hope this helps :)

It's really ugly.

Hope this helps :)
51
#51
cp_process, cp_metalworks
18 Frags +
atmoIt's really ugly.

Hope this helps :)

https://www.youtube.com/watch?feature=player_detailpage&v=iAKxVCoTYXs#t=98s

[quote=atmo]It's really ugly.

Hope this helps :)[/quote]

https://www.youtube.com/watch?feature=player_detailpage&v=iAKxVCoTYXs#t=98s
52
#52
-1 Frags +

Nah, process is very nice.

Nah, process is very nice.
53
#53
RGB LAN
7 Frags +

By the way, I'm really glad that you have interest in making your map better for competitive TF2. Thanks for considering my healthpack change in the second point. The changes look solid overall. :]

By the way, I'm really glad that you have interest in making your map better for competitive TF2. Thanks for considering my healthpack change in the second point. The changes look solid overall. :]
54
#54
1 Frags +

Can i have 2d view of this map?

Can i have 2d view of this map?
55
#55
5 Frags +
makemindCan i have 2d view of this map?

sv_cheats 1
cl_leveloverview 7

[quote=makemind]Can i have 2d view of this map?[/quote]

sv_cheats 1
cl_leveloverview 7
56
#56
-7 Frags +

The opening at the bottom at the middle point allows the demo to shut off the entire right side of middle, putting something to limit the power of the demoman right there would make middle more balanced.

The opening at the bottom at the middle point allows the demo to shut off the entire right side of middle, putting something to limit the power of the demoman right there would make middle more balanced.
57
#57
6 Frags +

what the demo does

what the demo does
58
#58
10 Frags +

I was told you were looking for some feedback and this seemed to be the correct thread to use despite it being fairly old. I'll go over some of the problems I have had with the map in the past.

http://puu.sh/h35UY/6afa7c9cfc.jpg

I would suggest moving all the spawns forward so that they are at least all on level ground, there has been many times in the past where my medic could not reach a demoman because he was on an opposite level and had to either have everybody crouch and the demo jump or vice versa.

http://puu.sh/h366t/c222b9cd31.jpg

I would make his whole wall flush leading to the door so that you cannot get caught on the wall when trying to exit spawn. Also I would clip the corners of the door so you cannot get caught on the metal frame of the door in the same fashion.

http://puu.sh/h36eC/83b25a7bf2.jpg

Lighting error under the fence prop, not really a big deal but since you're in RC you should probably fix it anyway.

http://puu.sh/h36me/0b909e1094.jpg

The door on this shed should be clipped over and maybe have the roof on it be similar to the roofs on viaduct so you do not get caught on it when you're rocketjumping.

http://puu.sh/h36pI/3a13fd31e6.jpg

Lighting error

http://puu.sh/h36tv/fb40aa2f8e.jpg

That fence prop is the only one on the map that will eat rockets, I would change it to be like the others for consistancy. Not sure why you have the wall indent there since it only provides a place to get stuck on, would recommend clipping it over or just making it flush. Also there are a few lighting bugs with the vent props just above that indent.

http://puu.sh/h36FR/fd4e1135f3.jpg

Another thing you should probably clip off or make flush imo. I would also add a clip brush to prevent getting caught on the door frame and maybe make it one solid piece so that there is no weird strip in the middle. In the corner there also seems to be a small gap in your brushwork, probably worth patching up.

http://puu.sh/h36Me/7ad8d27f56.jpg

Another prop to clip over.

http://puu.sh/h36Qr/89d3f7f40b.jpg

Would suggest making this flush to prevent getting caught where the curved and straight walls meet.

http://puu.sh/h36X7/96fcc7fe39.jpg

Another prop to clip over.

http://puu.sh/h372a/50990db5fc.jpg

Lighting bugs in the corner and you forgot to put a door handle on one side of that door :^)

http://puu.sh/h379Y/e8710f7f4a.jpg

I cannot exactly show it off in a screenshot but as many people who have played this map (with player shadows on) have noticed that you can see peoples shadows projected on this wall, while I know this is an engine level bug I would try to fix it as it's one of the more annoying things about the map right now.

http://puu.sh/h37gO/6bd0525f75.jpg

Would suggest having a full clip brush over this leading into the ground to allow for slides on the pallets, right now you can get caught at the area where the two props meet. Also probably remove collision on the propane tank as the top part of it sticks a bit out from underneath the ramp and people can get caught on it.

http://puu.sh/h37n6/f4a6f833f4.jpg

Lamp prop is not centered over the door (As it is on blue side)

http://puu.sh/h37qp/7a34d72aef.jpg

Should clip over both of these doors.

http://puu.sh/h37xW/d87dcd0cb9.jpg

Probably should remove this hiding spot since it's kinda dumb because of the shadow bug anyway, also clip over that door.

http://puu.sh/h37BM/b6aa80ec73.jpg

Clip the corner between the box and the wall so people do not get caught there.

http://puu.sh/h37J2/5d8d1ebe75.jpg

The prop collision is pretty bad on this truck, I would try working with it slightly so people do not get caught on every single random part of it.

http://puu.sh/h37NT/012a8ada97.jpg

Fairly sure you have already done this but bulletblocking bottom edge at the stairs and the edges around the area under the point would also be nice.

http://puu.sh/h37T3/17cd0ad0e0.jpg

This clip brush to cover up the lamppost is pretty weird since you can still get caught on both sides of it.

The last two things were sent to me by JackyLegs and I was told to add these into the post.

https://i.imgur.com/c4UxpGD.jpg

Room filled with missing textures, if I remember correctly this used to have the "Do I sound cool" picture in it but was removed from rc3-rc4?

https://i.imgur.com/sFNxmF0.jpg

This one only really annoys me in DM but it does look pretty weird so I would maybe have the door go into the floor instead of out through the roof?

I will probably update and revise this in a day or two but for now that is all I can really think of off the top of my head.

I was told you were looking for some feedback and this seemed to be the correct thread to use despite it being fairly old. I'll go over some of the problems I have had with the map in the past.


[img]http://puu.sh/h35UY/6afa7c9cfc.jpg[/img]

I would suggest moving all the spawns forward so that they are at least all on level ground, there has been many times in the past where my medic could not reach a demoman because he was on an opposite level and had to either have everybody crouch and the demo jump or vice versa.

[img]http://puu.sh/h366t/c222b9cd31.jpg[/img]

I would make his whole wall flush leading to the door so that you cannot get caught on the wall when trying to exit spawn. Also I would clip the corners of the door so you cannot get caught on the metal frame of the door in the same fashion.

[img]http://puu.sh/h36eC/83b25a7bf2.jpg[/img]

Lighting error under the fence prop, not really a big deal but since you're in RC you should probably fix it anyway.

[img]http://puu.sh/h36me/0b909e1094.jpg[/img]

The door on this shed should be clipped over and maybe have the roof on it be similar to the roofs on viaduct so you do not get caught on it when you're rocketjumping.

[img]http://puu.sh/h36pI/3a13fd31e6.jpg[/img]

Lighting error

[img]http://puu.sh/h36tv/fb40aa2f8e.jpg[/img]

That fence prop is the only one on the map that will eat rockets, I would change it to be like the others for consistancy. Not sure why you have the wall indent there since it only provides a place to get stuck on, would recommend clipping it over or just making it flush. Also there are a few lighting bugs with the vent props just above that indent.

[img]http://puu.sh/h36FR/fd4e1135f3.jpg[/img]

Another thing you should probably clip off or make flush imo. I would also add a clip brush to prevent getting caught on the door frame and maybe make it one solid piece so that there is no weird strip in the middle. In the corner there also seems to be a small gap in your brushwork, probably worth patching up.

[img]http://puu.sh/h36Me/7ad8d27f56.jpg[/img]

Another prop to clip over.

[img]http://puu.sh/h36Qr/89d3f7f40b.jpg[/img]

Would suggest making this flush to prevent getting caught where the curved and straight walls meet.

[img]http://puu.sh/h36X7/96fcc7fe39.jpg[/img]

Another prop to clip over.

[img]http://puu.sh/h372a/50990db5fc.jpg[/img]

Lighting bugs in the corner and you forgot to put a door handle on one side of that door :^)

[img]http://puu.sh/h379Y/e8710f7f4a.jpg[/img]

I cannot exactly show it off in a screenshot but as many people who have played this map (with player shadows on) have noticed that you can see peoples shadows projected on this wall, while I know this is an engine level bug I would try to fix it as it's one of the more annoying things about the map right now.

[img]http://puu.sh/h37gO/6bd0525f75.jpg[/img]

Would suggest having a full clip brush over this leading into the ground to allow for slides on the pallets, right now you can get caught at the area where the two props meet. Also probably remove collision on the propane tank as the top part of it sticks a bit out from underneath the ramp and people can get caught on it.

[img]http://puu.sh/h37n6/f4a6f833f4.jpg[/img]

Lamp prop is not centered over the door (As it is on blue side)

[img]http://puu.sh/h37qp/7a34d72aef.jpg[/img]

Should clip over both of these doors.

[img]http://puu.sh/h37xW/d87dcd0cb9.jpg[/img]

Probably should remove this hiding spot since it's kinda dumb because of the shadow bug anyway, also clip over that door.

[img]http://puu.sh/h37BM/b6aa80ec73.jpg[/img]

Clip the corner between the box and the wall so people do not get caught there.

[img]http://puu.sh/h37J2/5d8d1ebe75.jpg[/img]

The prop collision is pretty bad on this truck, I would try working with it slightly so people do not get caught on every single random part of it.

[img]http://puu.sh/h37NT/012a8ada97.jpg[/img]

Fairly sure you have already done this but bulletblocking bottom edge at the stairs and the edges around the area under the point would also be nice.

[img]http://puu.sh/h37T3/17cd0ad0e0.jpg[/img]

This clip brush to cover up the lamppost is pretty weird since you can still get caught on both sides of it.

The last two things were sent to me by JackyLegs and I was told to add these into the post.

[img]https://i.imgur.com/c4UxpGD.jpg[/img]

Room filled with missing textures, if I remember correctly this used to have the "Do I sound cool" picture in it but was removed from rc3-rc4?

[img]https://i.imgur.com/sFNxmF0.jpg[/img]

This one only really annoys me in DM but it does look pretty weird so I would maybe have the door go into the floor instead of out through the roof?

I will probably update and revise this in a day or two but for now that is all I can really think of off the top of my head.
59
#59
1 Frags +

I don't think scorpiouprising has worked on any tf2 maps for awhile unfortunately.

I don't think scorpiouprising has worked on any tf2 maps for awhile unfortunately.
60
#60
10 Frags +
testifyI don't think scorpiouprising has worked on any tf2 maps for awhile unfortunately.

22:53 - <<Scorpio Uprising>>: if you can get a list of things people might want, i'd think about it, the one thing to keep in mind is that its pretty solid in NA leagues, so I wouldn't want to make crazy changes that would upset people there
22:53 - <<Scorpio Uprising>>: but if its minor stuff, and I clear it with some NA players i don't see why not

This was sent to be before I did any of this, hopefully he does do a bit of work on the map since I think a lot of the problems with the map do lie in the details.

[quote=testify]I don't think scorpiouprising has worked on any tf2 maps for awhile unfortunately.[/quote]

22:53 - <<Scorpio Uprising>>: if you can get a list of things people might want, i'd think about it, the one thing to keep in mind is that its pretty solid in NA leagues, so I wouldn't want to make crazy changes that would upset people there
22:53 - <<Scorpio Uprising>>: but if its minor stuff, and I clear it with some NA players i don't see why not


This was sent to be before I did any of this, hopefully he does do a bit of work on the map since I think a lot of the problems with the map do lie in the details.
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