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1 2 3
cp_badlands_pro
31
#31
6 Frags +

are theres still cracks/traintracks/rocks/spires/lines in the ground that eat my rockets?

are theres still cracks/traintracks/rocks/spires/lines in the ground that eat my rockets?
32
#32
8 Frags +
mare theres still cracks/traintracks/rocks/spires/lines in the ground that eat my rockets?

In cp_badlands yes, in cp_badlands_ pro we are deleting them mother truckers!

[quote=m]are theres still cracks/traintracks/rocks/spires/lines in the ground that eat my rockets?[/quote]

In cp_badlands yes, in cp_badlands_ pro we are deleting them mother truckers!
33
#33
13 Frags +

Please retexture every map to badlands brown.

Please retexture every map to badlands brown.
34
#34
6 Frags +

We will not be changing out the normal badlands map from the ESEA rotation.

Any changes to badlands are just spinning your wheels and a total waste of everyone's time. There is absolutely no reason for the competitive community to use a different version of a standard map when there is nothing substantively wrong with the original. All that using a 'pro' version of badlands would do is make the comp community look even more elitist and have another map in our rotation that new comp players would have to download to watch or play in our games.

In a time when we're working hard to grow the game by attracting new pub and highlander players, adding more 'pro' versions of standard maps especially when said version doesn't do anything substantive is idiotic.

We will not be changing out the normal badlands map from the ESEA rotation.

Any changes to badlands are just spinning your wheels and a total waste of everyone's time. There is absolutely no reason for the competitive community to use a different version of a standard map when there is nothing substantively wrong with the original. All that using a 'pro' version of badlands would do is make the comp community look even more elitist and have another map in our rotation that new comp players would have to download to watch or play in our games.

In a time when we're working hard to grow the game by attracting new pub and highlander players, adding more 'pro' versions of standard maps especially when said version doesn't do anything substantive is idiotic.
35
#35
19 Frags +

You're right, we should get valve to change the stock version instead.

You're right, we should get valve to change the stock version instead.
36
#36
2 Frags +

it's not badlands

it's not badlands
37
#37
17 Frags +

Well there are some fundamentally fucked up items on badlands.. And just because it's 'the best' doesn't mean it's perfect. Mid point absorption of splash is a minor item... The major one I think needs correcting is the invisible door frames in lobby/last. If there were broken textures on any other map where you could hide stickies (Yukon, old gully) it would be bitched about constantly until it was changed.

Well there are some fundamentally fucked up items on badlands.. And just because it's 'the best' doesn't mean it's perfect. Mid point absorption of splash is a minor item... The major one I think needs correcting is the invisible door frames in lobby/last. If there were broken textures on any other map where you could hide stickies (Yukon, old gully) it would be bitched about constantly until it was changed.
38
#38
6 Frags +
KalkinWe will not be changing out the normal badlands map from the ESEA rotation.

Any changes to badlands are just spinning your wheels and a total waste of everyone's time. There is absolutely no reason for the competitive community to use a different version of a standard map when there is nothing substantively wrong with the original. All that using a 'pro' version of badlands would do is make the comp community look even more elitist and have another map in our rotation that new comp players would have to download to watch or play in our games.

In a time when we're working hard to grow the game by attracting new pub and highlander players, adding more 'pro' versions of standard maps especially when said version doesn't do anything substantive is idiotic.

At no point have we said we want to integrate this map to ESEA, its just a project to revamp the map, fix a few things, and test tweaking a few roofs.

[quote=Kalkin]We will not be changing out the normal badlands map from the ESEA rotation.

Any changes to badlands are just spinning your wheels and a total waste of everyone's time. There is absolutely no reason for the competitive community to use a different version of a standard map when there is nothing substantively wrong with the original. All that using a 'pro' version of badlands would do is make the comp community look even more elitist and have another map in our rotation that new comp players would have to download to watch or play in our games.

In a time when we're working hard to grow the game by attracting new pub and highlander players, adding more 'pro' versions of standard maps especially when said version doesn't do anything substantive is idiotic.[/quote]

At no point have we said we want to integrate this map to ESEA, its just a project to revamp the map, fix a few things, and test tweaking a few roofs.
39
#39
-2 Frags +
Kalkinstuff

I agree for Badlands, Gully, and Gpit (although the latter two have problems, they might as well be replaced with new maps if anything. I think this remake specifically is silly.). Granary, however, does have a pretty big problem that actually affect newbies the most: the Red spawns. Just think about this: a newbie medic that doesn't use/isn't used to using a kill bind spawning on the completely wrong side of the spawn. Might be a little discouraging, and I think it actually raises the barrier to entering competitive TF2 more than a fixed version would. Granary also has other issues that might as well be fixed with the spawns

Apparently Sal and eXtine mentioned Granary's issues to Valve when they were at Valve HQ, so this post might be irrelevant in the near (or, knowing Valve, distant) future.

[quote=Kalkin]stuff[/quote]
I agree for Badlands, Gully, and Gpit (although the latter two have problems, they might as well be replaced with new maps if anything. I think this remake specifically is silly.). Granary, however, does have a pretty big problem that actually affect newbies the most: the Red spawns. Just think about this: a newbie medic that doesn't use/isn't used to using a kill bind spawning on the completely wrong side of the spawn. Might be a little discouraging, and I think it actually raises the barrier to entering competitive TF2 more than a fixed version would. Granary also has other issues that might as well be fixed with the spawns

Apparently Sal and eXtine mentioned Granary's issues to Valve when they were at Valve HQ, so this post might be irrelevant in the near (or, knowing Valve, distant) future.
40
#40
1 Frags +

#38 If you can keep complete track of the changes you make and email relevant people at valve exactly how to do what and how it improves gameplay (having something to back up that it really helps would help the case a lot) I'm sure they'd make the same changes to the stock version.

#38 If you can keep complete track of the changes you make and email relevant people at valve exactly how to do what and how it improves gameplay (having something to back up that it really helps would help the case a lot) I'm sure they'd make the same changes to the stock version.
41
#41
1 Frags +
PlatinumWell there are some fundamentally fucked up items on badlands.. And just because it's 'the best' doesn't mean it's perfect. Mid point absorption of splash is a minor item... The major one I think needs correcting is the invisible door frames in lobby/last. If there were broken textures on any other map where you could hide stickies (Yukon, old gully) it would be bitched about constantly until it was changed.

Thats why we plan to make 2 versions, one with just the few glithes like the door frames, splash damage, etc.

The second being actual big changes. (more of a project for fun)

[quote=Platinum]Well there are some fundamentally fucked up items on badlands.. And just because it's 'the best' doesn't mean it's perfect. Mid point absorption of splash is a minor item... The major one I think needs correcting is the invisible door frames in lobby/last. If there were broken textures on any other map where you could hide stickies (Yukon, old gully) it would be bitched about constantly until it was changed.[/quote]

Thats why we plan to make 2 versions, one with just the few glithes like the door frames, splash damage, etc.

The second being actual big changes. (more of a project for fun)
42
#42
-4 Frags +
Scoffer_At no point have we said we want to integrate this map to ESEA, its just a project to revamp the map, fix a few things, and test tweaking a few roofs.

I'm killing the bad ideas before people have them. If people want to have minor things changed the better avenue would be to go through Valve.

[quote=Scoffer_]
At no point have we said we want to integrate this map to ESEA, its just a project to revamp the map, fix a few things, and test tweaking a few roofs.[/quote]

I'm killing the bad ideas before people have them. If people want to have minor things changed the better avenue would be to go through Valve.
43
#43
2 Frags +

So yeah. Decided. We will send a version of the map with the glitches fixed.

So yeah. Decided. We will send a version of the map with the glitches fixed.
44
#44
4 Frags +
KalkinScoffer_At no point have we said we want to integrate this map to ESEA, its just a project to revamp the map, fix a few things, and test tweaking a few roofs.
I'm killing the bad ideas before people have them. If people want to have minor things changed the better avenue would be to go through Valve.

Pls remember, this is a project for fun. Yes it would be nice for valve to change a few things. But would they really do it?

I think if we do it for them, show them what we have done, show them there are alot of people who would like it to b changed. MAYBE they might change it.

[quote=Kalkin][quote=Scoffer_]
At no point have we said we want to integrate this map to ESEA, its just a project to revamp the map, fix a few things, and test tweaking a few roofs.[/quote]

I'm killing the bad ideas before people have them. If people want to have minor things changed the better avenue would be to go through Valve.[/quote]

Pls remember, this is a project for fun. Yes it would be nice for valve to change a few things. But would they really do it?

I think if we do it for them, show them what we have done, show them there are alot of people who would like it to b changed. MAYBE they might change it.
45
#45
1 Frags +

1) If they can't remove the holes in the bridge at mid, then at the very least they need to be made symmetrical.
2) There are a million ways to fix the "stickies in doors" problem, right? From invisible brushes to making them solid (if they even have a collision mesh) and so on
3) I don't see there to be any reason not to smooth out the random hump that messes up pogosurfs, IIRC there were other minor problems with badlands for jumping but I don't remember them.
4) Some of the aesthetic props are important, but some of them are pointless. Since Badlands is "the #1 competitive 6s map", can more optimization be done about pointless rendering?
5) Also it would be really really cool if you made it so that the wrangler didn't shoot through the "invisible" tool texture (it blocks every other htiscan)

1) If they can't remove the holes in the bridge at mid, then at the very least they need to be made symmetrical.
2) There are a million ways to fix the "stickies in doors" problem, right? From invisible brushes to making them solid (if they even have a collision mesh) and so on
3) I don't see there to be any reason not to smooth out the random hump that messes up pogosurfs, IIRC there were other minor problems with badlands for jumping but I don't remember them.
4) Some of the aesthetic props are important, but some of them are pointless. Since Badlands is "the #1 competitive 6s map", can more optimization be done about pointless rendering?
5) Also it would be really really cool if you made it so that the wrangler didn't shoot through the "invisible" tool texture (it blocks every other htiscan)
46
#46
0 Frags +

I think with v1 we will only change the door frames, and SOME splash elements. I dont think the cracks in the train, or the cracks in the bridge will be changed.

I think with v1 we will only change the door frames, and SOME splash elements. I dont think the cracks in the train, or the cracks in the bridge will be changed.
47
#47
3 Frags +
yuki[IMG]http://puu.sh/393vp.jpg[/IMG]

pls

I did this once.

http://i.minus.com/j3hLox1YhmzjT.png

[quote=yuki][IMG]http://puu.sh/393vp.jpg[/IMG]

pls[/quote]
I did this once.

[URL=http://minus.com/l3hLox1YhmzjT][IMG]http://i.minus.com/j3hLox1YhmzjT.png[/IMG][/URL]
48
#48
0 Frags +

someone redo all the maps with quake textures please.

someone redo all the maps with quake textures please.
49
#49
0 Frags +

fix the cracks

fix the cracks
50
#50
5 Frags +

I don't care really about the map, just don't remove the fans at last. Those are the best

I don't care really about the map, just don't remove the fans at last. Those are the best
51
#51
0 Frags +

I would be happy to work on a smooth for you when you finish the map :)

Only thing id say is that its too grassy on the tops of rocks and pathway up spire

I would be happy to work on a smooth for you when you finish the map :)

Only thing id say is that its too grassy on the tops of rocks and pathway up spire
52
#52
-4 Frags +
yuki[IMG]http://puu.sh/393vp.jpg[/IMG]

pls

i literally made a post with the same idea, even the same pink color to fill in the cracks and got so many minus frag

valve wont care, others arent going to care enough to switch. i wouldnt say it's a move that isolates casual players though since it's not like anyone pubs 5 point cp maps anyways

[quote=yuki][IMG]http://puu.sh/393vp.jpg[/IMG]

pls[/quote]

i literally made a post with the same idea, even the same pink color to fill in the cracks and got so many minus frag


valve wont care, others arent going to care enough to switch. i wouldnt say it's a move that isolates casual players though since it's not like anyone pubs 5 point cp maps anyways
53
#53
3 Frags +
Fixed slope to spire by choke allowing you to surf all the way to spire from mid
Fixed splash damage at mid: crates, tracks, and trains
Fixed stickybomb exploit at gates in lobby
Opened windows in building by valley / bridge
Removed cluttered props hindering performance: small rocks and some grass
Added the ability to access roof on the shed at mid
Added new opening at balcony

THOSE ARE AWESOME.

However I am not a big fan of allowing people to jump on top of shed at mid. That should be blocked off for sure.

[quote]Fixed slope to spire by choke allowing you to surf all the way to spire from mid
[b]Fixed splash damage at mid: crates, tracks, and trains[/b]
[b]Fixed stickybomb exploit at gates in lobby[/b]
Opened windows in building by valley / bridge
[b]Removed cluttered props hindering performance: small rocks and some grass[/b]
Added the ability to access roof on the shed at mid
Added new opening at balcony[/quote]

THOSE ARE AWESOME.

However I am not a big fan of allowing people to jump on top of shed at mid. That should be blocked off for sure.
54
#54
0 Frags +

Looks cool, good job.

Looks cool, good job.
55
#55
10 Frags +

cp_goodlands?

cp_goodlands?
56
#56
1 Frags +

Please fix the link in the OP, it is missing the http:// prefix which allows it to be recognized as a URL.

about:config
browser.urlbar.trimURLs
false
Please fix the link in the OP, it is missing the http:// prefix which allows it to be recognized as a URL.

[code]about:config
browser.urlbar.trimURLs
false[/code]
57
#57
4 Frags +

just replace all the stairs with ramps, OH GOD THE STAIRS WHY

just replace all the stairs with ramps, OH GOD THE STAIRS WHY
58
#58
0 Frags +

a bit offtopic but could you ask your friend how he got hammer working after steampipe?
Ive been searching for ages yet I cant find a fix

a bit offtopic but could you ask your friend how he got hammer working after steampipe?
Ive been searching for ages yet I cant find a fix
59
#59
2 Frags +
Starka bit offtopic but could you ask your friend how he got hammer working after steampipe?
Ive been searching for ages yet I cant find a fix

Look in your steamapps/common/Team Fortress 2/bin for hammer.bat. Run that.

[quote=Stark]a bit offtopic but could you ask your friend how he got hammer working after steampipe?
Ive been searching for ages yet I cant find a fix[/quote]


Look in your steamapps/common/Team Fortress 2/bin for hammer.bat. Run that.
60
#60
0 Frags +

th

nightwatchStarka bit offtopic but could you ask your friend how he got hammer working after steampipe?
Ive been searching for ages yet I cant find a fix

Look in your steamapps/common/Team Fortress 2/bin for hammer.bat. Run that.

thanks, dont know why I couldnt find it

th[quote=nightwatch][quote=Stark]a bit offtopic but could you ask your friend how he got hammer working after steampipe?
Ive been searching for ages yet I cant find a fix[/quote]


Look in your steamapps/common/Team Fortress 2/bin for hammer.bat. Run that.[/quote]
thanks, dont know why I couldnt find it
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