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koth_pro_viaduct_rc4
1
#1
7 Frags +

Already on vanillatf2, but I think some discussion here would be cool.

the room with the logs in the house (when you leave spawn to mid) has lights
the houses have lights
rocks are fixed
you can’t wallbang through the sign at mid anymore
tunnel has lights
both cliffs are easily accessable by jumping on the rock near the point
the map is generally a bit more brighter
you can jump on top of the windows at mid near the bridge
you can’t hide on the light near cliffside anymore

Download: https://dl.dropboxusercontent.com/u/5181650/koth_pro_viaduct_rc4.bsp

DELETE THE PREVIOUS ONE YOU DOWNLOADED

you can’t wallbang through the sign at mid anymore:

What do they mean by this? The wooden signs in mid? Or the metal sheets on battlements. If it's the former, then I never really noticed this occurring in game. If it's the latter, it's a slight buff to snipers, and you don't have to die to that pesky sticky-trap on the sheets if you're passing across the battlements, or get spammed by rockets through them.

And all these "lights" changes; I thought every room already had lights? Or are they just brighter. I guess this is just QOL changes and nothing TOO big, apart from the potential sheet metal change. Will test and have a look.

EDIT: confirmed, can't shoot explosives through the metal sheets anymore on battlements. Also got some screenshots. Will edit with them.

Screenshots:
http://i.imgur.com/yIKrEnU.jpg
http://i.imgur.com/axRHuxR.jpg
http://i.imgur.com/0sdk2QD.jpg
http://i.imgur.com/Kvg5NDc.jpg
http://i.imgur.com/zLKlP7r.jpg
http://i.imgur.com/Beg8trU.jpg
http://i.imgur.com/dHbpwn7.jpg can't hide up here anymore o_O
EDIT 2: Should probably be in map discussion... derp

Already on vanillatf2, but I think some discussion here would be cool.

[quote]the room with the logs in the house (when you leave spawn to mid) has lights
the houses have lights
rocks are fixed
[b]you can’t wallbang through the sign at mid anymore[/b]
tunnel has lights
both cliffs are easily accessable by jumping on the rock near the point
the map is generally a bit more brighter
you can jump on top of the windows at mid near the bridge
you can’t hide on the light near cliffside anymore[/quote]

Download: https://dl.dropboxusercontent.com/u/5181650/koth_pro_viaduct_rc4.bsp

[b]DELETE THE PREVIOUS ONE YOU DOWNLOADED[/b]

[b]you can’t wallbang through the sign at mid anymore[/b]:

What do they mean by this? The wooden signs in mid? Or the metal sheets on battlements. If it's the former, then I never really noticed this occurring in game. If it's the latter, it's a slight buff to snipers, and you don't have to die to that pesky sticky-trap on the sheets if you're passing across the battlements, or get spammed by rockets through them.

And all these "lights" changes; I thought every room already had lights? Or are they just brighter. I guess this is just QOL changes and nothing TOO big, apart from the potential sheet metal change. Will test and have a look.

EDIT: confirmed, [b]can't shoot explosives through the metal sheets anymore on battlements[/b]. Also got some screenshots. Will edit with them.

Screenshots:
http://i.imgur.com/yIKrEnU.jpg
http://i.imgur.com/axRHuxR.jpg
http://i.imgur.com/0sdk2QD.jpg
http://i.imgur.com/Kvg5NDc.jpg
http://i.imgur.com/zLKlP7r.jpg
http://i.imgur.com/Beg8trU.jpg
http://i.imgur.com/dHbpwn7.jpg can't hide up here anymore o_O
EDIT 2: Should probably be in map discussion... derp
2
#2
7 Frags +

I thought wallbanging through metal sheets was an intended sniper nerf?

I thought wallbanging through metal sheets was an intended sniper nerf?
3
#3
0 Frags +

That's what I was thinking, though not 100% sure. It kinda poops on people if they want to push across battlements either way, regardless of class. Bit of a neutral change, I guess.

Will have to see what everyone else thinks about it. People think the 'lesser' sight-lines on pro via aren't enough, some do (snipers probably ;p). Some of the QOL changes are nice, though (rock, lights).

That's what I was thinking, though not 100% sure. It kinda poops on people if they want to push across battlements either way, regardless of class. Bit of a neutral change, I guess.

Will have to see what everyone else thinks about it. People think the 'lesser' sight-lines on pro via aren't enough, some do (snipers probably ;p). Some of the QOL changes are nice, though (rock, lights).
4
#4
2 Frags +

maybe he means how you could use HWG to shoot above the wooden signs connected to the two main rocks at mid?

maybe he means how you could use HWG to shoot above the wooden signs connected to the two main rocks at mid?
5
#5
8 Frags +

http://i.imgur.com/qBdmyek.png

[img]http://i.imgur.com/qBdmyek.png[/img]
6
#6
1 Frags +

Yeah... a few undocumented changes. I wonder if they were accidental.

Yeah... a few undocumented changes. I wonder if they were accidental.
7
#7
3 Frags +

splashing through the metal sheets was intentional in the original iteration of koth_pro_viaduct

splashing through the metal sheets was intentional in the original iteration of koth_pro_viaduct
8
#8
1 Frags +

we have 2 threads about what im assuming is the same map...

we have 2 threads about what im assuming is the same map...
9
#9
koth_product
4 Frags +

yuki, can you take down your dl link or update the file? that version will conflict with the one I released. don't jump the gun guys :@

yuki, can you take down your dl link or update the file? that version will conflict with the one I released. don't jump the gun guys :@
10
#10
1 Frags +
Fubaryuki, can you take down your dl link or update the file? that version will conflict with the one I released. don't jump the gun guys :@

are they different maps???

[quote=Fubar]yuki, can you take down your dl link or update the file? that version will conflict with the one I released. don't jump the gun guys :@[/quote]
are they different maps???
11
#11
0 Frags +
Fubaryuki, can you take down your dl link or update the file? that version will conflict with the one I released. don't jump the gun guys :@

Done. Thanks for correcting.

[quote=Fubar]yuki, can you take down your dl link or update the file? that version will conflict with the one I released. don't jump the gun guys :@[/quote]

Done. Thanks for correcting.
12
#12
koth_product
4 Frags +
Bubbaare they different maps???

yes they were, I updated the map after a semi private 2 player test. but shit blew up and before I knew it, the old version was already circulating around the web. so yeah, if in doubt, update your map. op has the right file now.

kinda wish people were this excited for my original maps...

[quote=Bubba]
are they different maps???[/quote]
yes they were, I updated the map after a semi private 2 player test. but shit blew up and before I knew it, the old version was already circulating around the web. so yeah, if in doubt, update your map. op has the right file now.

kinda wish people were this excited for my original maps...
13
#13
1 Frags +

There are a couple of things I want to ask.

1) Would it be a good or bad idea if there was a window placed on the house connected to China where scouts could jump on from the rocks at mid in order to reach the sniper on China/Catwalk in a more undetectable way?

http://i.imgur.com/6c0udSD.jpg

2) Look back at that image, but for a different reason. You see the building with the black windows? You can jump on all 3 of those windows. Is that necessary? I haven't really seen it abused like the light above the door from spawn to cliff, but it could easily be abused. I have no problem with it but I felt like it might need to be addressed.

There are a couple of things I want to ask.

1) Would it be a good or bad idea if there was a window placed on the house connected to China where scouts could jump on from the rocks at mid in order to reach the sniper on China/Catwalk in a more undetectable way?

[img]http://i.imgur.com/6c0udSD.jpg[/img]

2) Look back at that image, but for a different reason. You see the building with the black windows? You can jump on all 3 of those windows. Is that necessary? I haven't really seen it abused like the light above the door from spawn to cliff, but it could easily be abused. I have no problem with it but I felt like it might need to be addressed.
14
#14
0 Frags +

should probably use the other thread

should probably use the other thread
15
#15
1 Frags +

i didn't know they wanted to make the changelog that i wrote official, by wallbanging i mean shooting through the wooden panel as seen middleish to the crosshair in the screenshot two posts above this one

this could be used by heavies to shoot through it while their vision barely gets blocked by the wooden panel but you could only see the heavy's head when you were on the point

proper changelog http://teamfortress.tv/forum/thread/9945-koth-pro-viaduct-rc4/1#post-148716

i didn't know they wanted to make the changelog that i wrote official, by wallbanging i mean shooting through the wooden panel as seen middleish to the crosshair in the screenshot two posts above this one

this could be used by heavies to shoot through it while their vision barely gets blocked by the wooden panel but you could only see the heavy's head when you were on the point

proper changelog http://teamfortress.tv/forum/thread/9945-koth-pro-viaduct-rc4/1#post-148716
16
#16
6 Frags +
kirbythings said

1. No. You can just jump to the left and then jump up top or jump on the rock on the right. Scouts already do work on Viaduct, this would just make them more powerful.
2. Yes. We should be able to get on all of those windows because its useless. You haven't seen it abused because it is useless. As a matter of fact, how do you abuse something that is useless?

[quote=kirby]things said[/quote]

1. No. You can just jump to the left and then jump up top or jump on the rock on the right. Scouts already do work on Viaduct, this would just make them more powerful.
2. Yes. We should be able to get on all of those windows because its useless. You haven't seen it abused because it is useless. As a matter of fact, how do you abuse something that is useless?
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