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pl_cornwater (a competitive retheme of Badwater)
31
#31
1 Frags +

ok turns out orange themed maps are just less fun to play than normal coloured identical copies

time for cp_cornlands

ok turns out orange themed maps are just less fun to play than normal coloured identical copies

time for cp_cornlands
32
#32
ozfortress
2 Frags +

B8

Changelog:
https://tf2maps.net/downloads/cornwater.11600/updates

[h]B8[/h]

[b]Changelog:[/b]
https://tf2maps.net/downloads/cornwater.11600/updates
33
#33
1 Frags +

https://streamable.com/y6c4h8

uncrouching on 1st hill does some funky stuff very regularly in different locations (I can post a bunch more examples if one video of one spot isnt enough, but it happens pretty much everywhere)

https://streamable.com/y6c4h8

uncrouching on 1st hill does some funky stuff very regularly in different locations (I can post a bunch more examples if one video of one spot isnt enough, but it happens pretty much everywhere)
34
#34
ozfortress
0 Frags +
lawnnhttps://streamable.com/2s5er0

there's something here that you can get stuck on which can bait you into thinking there's spies around etc

https://i.imgur.com/kQRmjFf.jpeg

there's a tiny gap here
lawnnhttps://streamable.com/y6c4h8

uncrouching on 1st hill does some funky stuff very regularly in different locations (I can post a bunch more examples if one video of one spot isnt enough, but it happens pretty much everywhere)

just to be safe i've remade that displacement, corrected anything else i could find that could be an issue there. b8b fixes a plethora of issues so it's likely sorted - if not let me know.

[quote=lawnn]https://streamable.com/2s5er0

there's something here that you can get stuck on which can bait you into thinking there's spies around etc

https://i.imgur.com/kQRmjFf.jpeg

there's a tiny gap here[/quote]

[quote=lawnn]https://streamable.com/y6c4h8

uncrouching on 1st hill does some funky stuff very regularly in different locations (I can post a bunch more examples if one video of one spot isnt enough, but it happens pretty much everywhere)[/quote]

just to be safe i've remade that displacement, corrected anything else i could find that could be an issue there. b8b fixes a plethora of issues so it's likely sorted - if not let me know.
35
#35
ozfortress
0 Frags +

B8B

See TF2Maps for changelogs (updates tab).
TF2Maps

[h]B8B[/h]

See TF2Maps for changelogs (updates tab).
[url=https://tf2maps.net/downloads/cornwater.11600/download]TF2Maps[/url]
36
#36
0 Frags +
corejust to be safe i've remade that displacement, corrected anything else i could find that could be an issue there. b8b fixes a plethora of issues so it's likely sorted - if not let me know.

pretty sure the first reported issue is fixed but the 2nd issue is persisting at the least (i can confirm the first issue hasn't presented itself whenever I've pugged it a bit more)
https://streamable.com/ncubvo

small feedback, feel free to disregard because it's nitpicking/may be related to less time spent on cornwater vs stock/pro badwater, but on badwater the 2 last red spawns have different colours for the walls/floor and when spawning in I feel like it takes longer to acknowledge where you are on cornwater because the themes are the same

[quote=core]
just to be safe i've remade that displacement, corrected anything else i could find that could be an issue there. b8b fixes a plethora of issues so it's likely sorted - if not let me know.[/quote]


pretty sure the first reported issue is fixed but the 2nd issue is persisting at the least (i can confirm the first issue hasn't presented itself whenever I've pugged it a bit more)
https://streamable.com/ncubvo

small feedback, feel free to disregard because it's nitpicking/may be related to less time spent on cornwater vs stock/pro badwater, but on badwater the 2 last red spawns have different colours for the walls/floor and when spawning in I feel like it takes longer to acknowledge where you are on cornwater because the themes are the same
37
#37
ozfortress
1 Frags +

B8C
- Updated map lighting
- Fixed some lighting bugs
- Fixed bots attempting to take the jumppad
- Closed off jumppads until second point is captured

[h]B8C[/h]
- Updated map lighting
- Fixed some lighting bugs
- Fixed bots attempting to take the jumppad
- Closed off jumppads until second point is captured
38
#38
4 Frags +

spamming about the same issue again rather than 'real' feedback, but it looks like the initial issue I posted about wasn't actually fully fixed, just harder to reproduce. The crouching issue is also still present. (This video is on b8b since pugs haven't updated to b8d in eu yet, but I don't see anything mentioned about changes to displacement/geometry so it should still be there)

https://streamable.com/ntpfip

this whole cliff wall has a ton of spots where crouching will get you stuck in a crouching position or your movement will be slowed while hugging it
https://streamable.com/3nffjg

the slope is steep enough that it can make moving down it unsmooth too - kinda not ideal for eg: medics trying to avoid people trying to force
https://streamable.com/pjh4dc

holes in the map (some mostly unimportant other than visual, one big enough for projectiles to fit through - the last 4 images are really tough to tell where I took them lol, sorry)
https://i.imgur.com/g2vKxMU.jpeg
https://i.imgur.com/2CKlZPf.png
https://i.imgur.com/1aT4wOU.jpeg
https://i.imgur.com/QI4SpMM.png
https://i.imgur.com/kcRDF9L.png - also uneven lighting on floor, between 1st point and 2nd, next to the wall where the first turn in tracks after 1st cap is
https://i.imgur.com/QfEpA1o.png

some random preference-based feedback, feel free to ignore

maybe clip this - allows for spam onto the 2nd picture position which is kinda punishing
https://i.imgur.com/hYXZNTL.png
https://i.imgur.com/iAVTv6N.jpeg

extend this clipbrush a tiny bit so if you fall hugging this wall you don't lose momentum?
https://i.imgur.com/266rlvG.png

this overlap of clipbrush lets you stand on a flat surface on the diagonal board + makes jumping on it feel 'wrong' if climbing it for whatever reason
https://i.imgur.com/d2EtVqK.jpeg

imo you should be able to walk here if it looks like you can as it does now - either allow players to stand there or extend the rock wall?
https://i.imgur.com/zT6x5rL.jpeg

same thing here?
https://i.imgur.com/C66mgJa.jpeg

crouching while hugging this brush can make you get stuck in a crouching position, kinda iffy for snipers maybe if they're crouching to try shoot onto tracks
https://i.imgur.com/EhVy31d.png

extend the doorframe to reach through the floor just for prettiness' sake?
https://i.imgur.com/ANp9yKs.png

no video/images for this last thing, but some of the rocks behind roof in trash have collision boxes significantly bigger than their visual models

spamming about the same issue again rather than 'real' feedback, but it looks like the initial issue I posted about wasn't actually fully fixed, just harder to reproduce. The crouching issue is also still present. (This video is on b8b since pugs haven't updated to b8d in eu yet, but I don't see anything mentioned about changes to displacement/geometry so it should still be there)

https://streamable.com/ntpfip


this whole cliff wall has a ton of spots where crouching will get you stuck in a crouching position or your movement will be slowed while hugging it
https://streamable.com/3nffjg

the slope is steep enough that it can make moving down it unsmooth too - kinda not ideal for eg: medics trying to avoid people trying to force
https://streamable.com/pjh4dc

holes in the map (some mostly unimportant other than visual, one big enough for projectiles to fit through - the last 4 images are really tough to tell where I took them lol, sorry)
https://i.imgur.com/g2vKxMU.jpeg
https://i.imgur.com/2CKlZPf.png
https://i.imgur.com/1aT4wOU.jpeg
https://i.imgur.com/QI4SpMM.png
https://i.imgur.com/kcRDF9L.png - also uneven lighting on floor, between 1st point and 2nd, next to the wall where the first turn in tracks after 1st cap is
https://i.imgur.com/QfEpA1o.png

some random preference-based feedback, feel free to ignore

maybe clip this - allows for spam onto the 2nd picture position which is kinda punishing
https://i.imgur.com/hYXZNTL.png
https://i.imgur.com/iAVTv6N.jpeg

extend this clipbrush a tiny bit so if you fall hugging this wall you don't lose momentum?
https://i.imgur.com/266rlvG.png


this overlap of clipbrush lets you stand on a flat surface on the diagonal board + makes jumping on it feel 'wrong' if climbing it for whatever reason
https://i.imgur.com/d2EtVqK.jpeg

imo you should be able to walk here if it looks like you can as it does now - either allow players to stand there or extend the rock wall?
https://i.imgur.com/zT6x5rL.jpeg

same thing here?
https://i.imgur.com/C66mgJa.jpeg

crouching while hugging this brush can make you get stuck in a crouching position, kinda iffy for snipers maybe if they're crouching to try shoot onto tracks
https://i.imgur.com/EhVy31d.png

extend the doorframe to reach through the floor just for prettiness' sake?
https://i.imgur.com/ANp9yKs.png

no video/images for this last thing, but some of the rocks behind roof in trash have collision boxes significantly bigger than their visual models
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