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cp_intermodal (5CP)
91
#91
0 Frags +
wareyaSource's problem with angled walls is like if you have stacked brushes with even vertical angled sides, even if their edges line up perfectly, you can get clipped on those edges. You can surround the entire brush structure with a thin playerclip to fix it, or make the wall straight.

Glad to hear I don't have to rearrange a decent amount of map geometry. This is the kind of stuff I like to hear in alpha, not rc1. But nevertheless, needs to be fixed. Added to change list.

[quote=wareya]Source's problem with angled walls is like if you have stacked brushes with even vertical angled sides, even if their edges line up perfectly, you can get clipped on those edges. You can surround the entire brush structure with a thin playerclip to fix it, or make the wall straight.[/quote]

Glad to hear I don't have to rearrange a decent amount of map geometry. This is the kind of stuff I like to hear in alpha, not rc1. But nevertheless, needs to be fixed. Added to change list.
92
#92
1 Frags +

This bug is really obscure and rare and finnicky and happens in stock tf2 maps so don't be worried about not knowing or getting told it.

This bug is really obscure and rare and finnicky and happens in stock tf2 maps so don't be worried about not knowing or getting told it.
93
#93
3 Frags +

Incoming RC2!

There's been a whole page of tiny little changes done. Fixed all of the stupid props touching stuff that was mentioned before, added sills under some doors, blocklighted shutters, added lights inside of the shutters so they don't look weird when open with the light contrast, worked on indoor lighting more, fixed up some clipping stuff, fixed the wall glitch, fixed some small displacement issues, worked on the 3d skybox, etc... Only one real change that people will probably notice.

DOWNLOAD https://www.dropbox.com/s/pb018nazw5uvlwi/cp_intermodel_rc2.bsp

Screens:

http://i.imgur.com/u12M73U.jpg

http://i.imgur.com/ABDGuAD.jpg

http://i.imgur.com/uxXJIla.jpg

http://i.imgur.com/xNq1I64.jpg

HEY THIS IS THE NEW THINGY THAT YOU'LL PROBABLY NOTICE

http://i.imgur.com/39f7OV9.jpg

WASN'T THAT COOL AND LESS GAY THAN THE HILARIOUS STICKY TRAP BOXES?

http://i.imgur.com/2pv7HLG.jpg

http://i.imgur.com/6d69hxR.jpg

http://i.imgur.com/UAbgXMe.jpg

The only thing I can't seem to figure out (maybe one of you other lovely mappers can give me a hand) is this.

http://i.imgur.com/1ZnsqfP.jpg

Those two concrete textures look exactly the same in hammer. The darker one is a displacement, the lighter one is just a brush. I don't know why they aren't lighting up the same. If anyone can shed any light on this (lol) I'd appreciate it.

Incoming RC2!

There's been a whole page of tiny little changes done. Fixed all of the stupid props touching stuff that was mentioned before, added sills under some doors, blocklighted shutters, added lights inside of the shutters so they don't look weird when open with the light contrast, worked on indoor lighting more, fixed up some clipping stuff, fixed the wall glitch, fixed some small displacement issues, worked on the 3d skybox, etc... Only one real change that people will probably notice.

DOWNLOAD [url=https://www.dropbox.com/s/pb018nazw5uvlwi/cp_intermodel_rc2.bsp]https://www.dropbox.com/s/pb018nazw5uvlwi/cp_intermodel_rc2.bsp[/url]

Screens:
[img]http://i.imgur.com/u12M73U.jpg[/img]
[img]http://i.imgur.com/ABDGuAD.jpg[/img]
[img]http://i.imgur.com/uxXJIla.jpg[/img]
[img]http://i.imgur.com/xNq1I64.jpg[/img]
HEY THIS IS THE NEW THINGY THAT YOU'LL PROBABLY NOTICE
[img]http://i.imgur.com/39f7OV9.jpg[/img]
WASN'T THAT COOL AND LESS GAY THAN THE HILARIOUS STICKY TRAP BOXES?
[img]http://i.imgur.com/2pv7HLG.jpg[/img]
[img]http://i.imgur.com/6d69hxR.jpg[/img]
[img]http://i.imgur.com/UAbgXMe.jpg[/img]

The only thing I can't seem to figure out (maybe one of you other lovely mappers can give me a hand) is this.

[img]http://i.imgur.com/1ZnsqfP.jpg[/img]

Those two concrete textures look exactly the same in hammer. The darker one is a displacement, the lighter one is just a brush. I don't know why they aren't lighting up the same. If anyone can shed any light on this (lol) I'd appreciate it.
94
#94
3 Frags +

this map looks badass, well done sir

this map looks badass, well done sir
95
#95
0 Frags +
HyceThose two concrete textures look exactly the same in hammer. The darker one is a displacement, the lighter one is just a brush. I don't know why they aren't lighting up the same. If anyone can shed any light on this (lol) I'd appreciate it.

As I understand it, vrad (the lighting compiler) treats displacements and brushes differently. I believe that it has something to do with displacements being similar to models - they're really just a collection of triangular planes - and so they have a different sort of lighting being done to them, called vertex lighting. On the other hand, brushes are lit with lightmaps.

Practically speaking, the only way to have them both lit the same way is to make them both the same type of thing. I would recommend changing the displacement if possible (why is it a displacement in the first place?), or if you need it to be a displacement, duplicate the other brushes and texture them with nodraw, then turn the sides of the originals that are textured into displacements.

[quote=Hyce]
Those two concrete textures look exactly the same in hammer. The darker one is a displacement, the lighter one is just a brush. I don't know why they aren't lighting up the same. If anyone can shed any light on this (lol) I'd appreciate it.[/quote]

As I understand it, vrad (the lighting compiler) treats displacements and brushes differently. I believe that it has something to do with displacements being similar to models - they're really just a collection of triangular planes - and so they have a different sort of lighting being done to them, called vertex lighting. On the other hand, brushes are lit with lightmaps.

Practically speaking, the only way to have them both lit the same way is to make them both the same type of thing. I would recommend changing the displacement if possible (why is it a displacement in the first place?), or if you need it to be a displacement, duplicate the other brushes and texture them with nodraw, then turn the sides of the originals that are textured into displacements.
96
#96
0 Frags +
nightwatchHyceThose two concrete textures look exactly the same in hammer. The darker one is a displacement, the lighter one is just a brush. I don't know why they aren't lighting up the same. If anyone can shed any light on this (lol) I'd appreciate it.
As I understand it, vrad (the lighting compiler) treats displacements and brushes differently. I believe that it has something to do with displacements being similar to models - they're really just a collection of triangular planes - and so they have a different sort of lighting being done to them, called vertex lighting. On the other hand, brushes are lit with lightmaps.

Practically speaking, the only way to have them both lit the same way is to make them both the same type of thing. I would recommend changing the displacement if possible (why is it a displacement in the first place?), or if you need it to be a displacement, duplicate the other brushes and texture them with nodraw, then turn the sides of the originals that are textured into displacements.

Thanks for the explanation. The one that is a displacement was a relic from before I put a door sill on that shutter, so I could blend the grass texture to the concrete texture. Now I don't need it so I can fix that pretty easily. Thanks.

ALSO-

Thintri (love that guy always) made soap DM spawns if any of you nerds ever host my map.

http://www.mediafire.com/download/q9oc174x61c9z11/intermodel+soap+spawns.txt

[quote=nightwatch][quote=Hyce]
Those two concrete textures look exactly the same in hammer. The darker one is a displacement, the lighter one is just a brush. I don't know why they aren't lighting up the same. If anyone can shed any light on this (lol) I'd appreciate it.[/quote]

As I understand it, vrad (the lighting compiler) treats displacements and brushes differently. I believe that it has something to do with displacements being similar to models - they're really just a collection of triangular planes - and so they have a different sort of lighting being done to them, called vertex lighting. On the other hand, brushes are lit with lightmaps.

Practically speaking, the only way to have them both lit the same way is to make them both the same type of thing. I would recommend changing the displacement if possible (why is it a displacement in the first place?), or if you need it to be a displacement, duplicate the other brushes and texture them with nodraw, then turn the sides of the originals that are textured into displacements.[/quote]

Thanks for the explanation. The one that is a displacement was a relic from before I put a door sill on that shutter, so I could blend the grass texture to the concrete texture. Now I don't need it so I can fix that pretty easily. Thanks.

ALSO-

Thintri (love that guy always) made soap DM spawns if any of you nerds ever host my map.

[url=http://www.mediafire.com/download/q9oc174x61c9z11/intermodel+soap+spawns.txt]http://www.mediafire.com/download/q9oc174x61c9z11/intermodel+soap+spawns.txt[/url]
97
#97
3 Frags +
http://i.imgur.com/xNq1I64.jpg

Yo you should texture the large side of that metal ramp's trim with an ibeam texture instead of the textured metal texture. The ibeam textures are used for fat thick hunks of metal like in this screen: http://i277.photobucket.com/albums/kk59/Schwaa1147/hoover_spawn.jpg
The textured ones are used for huge flat floors with support beams under them like well mid: http://media.moddb.com/images/downloads/1/15/14531/cp_well0016.jpg
it doesn't really make much sense to interchange them, so if you swap it out with the one that makes more sense, it'll look a lot better :)

[quote][img]http://i.imgur.com/xNq1I64.jpg[/img][/quote]
Yo you should texture the large side of that metal ramp's trim with an ibeam texture instead of the textured metal texture. The ibeam textures are used for fat thick hunks of metal like in this screen: http://i277.photobucket.com/albums/kk59/Schwaa1147/hoover_spawn.jpg
The textured ones are used for huge flat floors with support beams under them like well mid: http://media.moddb.com/images/downloads/1/15/14531/cp_well0016.jpg
it doesn't really make much sense to interchange them, so if you swap it out with the one that makes more sense, it'll look a lot better :)
98
#98
1 Frags +

some thoughts... not sure how into changing the map you are at this point but i noticed some spacing issues.
mid is very good... its very similar to Follower.
2nd point was basically not played on at all. it was mid and last, no hope of pushing from last and no hope of defending 2nd.

http://i.imgur.com/2QUFuDD.jpg

yellow means to make the yard area larger by moving everything back. shouldnt be too bad to move as the main thing you need to edit is the ground mesh.
i would also drop B area down which you may also drop the middle door to mid cp down. this gives some vertical variation at mid/2nd and also gives a disadvantage to the most direct route from mid to 2nd. high risk high reward principal.
the green - if this was an earlier stage of map progress i would move the green door over. it would open up flank routes. could be good/bad depends on how it plays in a match.

http://i.imgur.com/LkwaSHA.jpg

i would also extend the platform 2nd cp is on to create an opening on the inside that the defensive team can jump up to quickly. also allows quicker pushes from last. maybe get rid of the majority of that red wall.

http://i.imgur.com/XYZTkuQ.jpg

last cp - straight forward needs more room to move around on the elevated deck. maybe even raise it up more. you want to see some solly bombs and chances for airshots.
also raise the point some... something like granary last.

some thoughts... not sure how into changing the map you are at this point but i noticed some spacing issues.
mid is very good... its very similar to Follower.
2nd point was basically not played on at all. it was mid and last, no hope of pushing from last and no hope of defending 2nd.

[img]http://i.imgur.com/2QUFuDD.jpg[/img]
yellow means to make the yard area larger by moving everything back. shouldnt be too bad to move as the main thing you need to edit is the ground mesh.
i would also drop B area down which you may also drop the middle door to mid cp down. this gives some vertical variation at mid/2nd and also gives a disadvantage to the most direct route from mid to 2nd. high risk high reward principal.
the green - if this was an earlier stage of map progress i would move the green door over. it would open up flank routes. could be good/bad depends on how it plays in a match.



[img]http://i.imgur.com/LkwaSHA.jpg[/img]
i would also extend the platform 2nd cp is on to create an opening on the inside that the defensive team can jump up to quickly. also allows quicker pushes from last. maybe get rid of the majority of that red wall.



[img]http://i.imgur.com/XYZTkuQ.jpg[/img]
last cp - straight forward needs more room to move around on the elevated deck. maybe even raise it up more. you want to see some solly bombs and chances for airshots.
also raise the point some... something like granary last.
99
#99
4 Frags +

RC3 is here!

Download: https://www.dropbox.com/s/cv30nt9nvxptmkx/cp_intermodel_rc3.bsp

I took into account some of TruDom's ideas, but not all of them. I've been receiving some complaints about the length of the map already (it's granary styled people, come on) and it is a bit more intensive than just editing the ground to make 2nd longer with all of the optimization crap going on.

I did add more space at last, raised the point a bit, and added the door at 2nd by the point into lobby. I think these are some pretty good changes and I'm excited for where the map is going next.

Screens:

http://i.imgur.com/89w8S4D.jpg

http://i.imgur.com/ZGTqKN8.jpg

http://i.imgur.com/n1kabcL.jpg

http://i.imgur.com/FoJj6bG.jpg

http://i.imgur.com/vQ1CAiV.jpg

RC3 is here!

Download: [url=https://www.dropbox.com/s/cv30nt9nvxptmkx/cp_intermodel_rc3.bsp]https://www.dropbox.com/s/cv30nt9nvxptmkx/cp_intermodel_rc3.bsp[/url]

I took into account some of TruDom's ideas, but not all of them. I've been receiving some complaints about the length of the map already (it's granary styled people, come on) and it is a bit more intensive than just editing the ground to make 2nd longer with all of the optimization crap going on.

I did add more space at last, raised the point a bit, and added the door at 2nd by the point into lobby. I think these are some pretty good changes and I'm excited for where the map is going next.

Screens:

[img]http://i.imgur.com/89w8S4D.jpg[/img]
[img]http://i.imgur.com/ZGTqKN8.jpg[/img]
[img]http://i.imgur.com/n1kabcL.jpg[/img]
[img]http://i.imgur.com/FoJj6bG.jpg[/img]
[img]http://i.imgur.com/vQ1CAiV.jpg[/img]
100
#100
9 Frags +

Apparently you need me to explain exactly how you detailing is bad so here goes:

Align the dark bit of the texture, and only one set of vents. Those models look terrible stacked like that.

http://i.imgur.com/E2C3JVI.jpg

Fix door texture, rotate printer so it faces away from wall.

http://i.imgur.com/ZtfB47Q.jpg

These lights look terrible, this room ends up being a bit too bright, they look bad, and the particles plus the light color makes the room yellowish.

http://i.imgur.com/jIb0Hnt.jpg

The lighting on these crates versus the stuff inside/behind looks awful.

http://i.imgur.com/yZdnJ6v.jpg

This texture looks terrible aligned like this. Also the roof texture looks wrong (with metal ceiling), and those lights belong inside not outside.

http://i.imgur.com/cu4We3n.jpg

These textures are misaligned.

http://i.imgur.com/sjuAnMK.jpg

The textures on the stair faces look bad. The wall textures don't match the cleanliness of the floor texture. The computers on the back right need a backing. The vent boxes are just... unusual...

http://i.imgur.com/fhFX1TY.jpg

Doors need trims (not just border textures).

http://i.imgur.com/tQYB6it.jpg

The metal roof goes through the side wall.

http://i.imgur.com/9WBrtMT.jpg

Maximum of two of those fat pipes next to each other to look not terrible. Also put a bit of space between them. Wood door in brick texture? Seems wrong. Also wood trim on the outside of brick building is wrong. Also little pipes sticking through floor near the door.

http://i.imgur.com/YpgZMhN.jpg

Use a different texture for the catwalk sidings and the chickewire trim.

http://i.imgur.com/yqE0D3L.jpg

Two blue overlays on red side? WRONG!

http://i.imgur.com/adqKhHI.jpg

Different pipe colors.

http://i.imgur.com/jI8W6mo.jpg

Reduce the map file size by replacing the dev textures (and other out of map textures) with nodraw.

http://i.imgur.com/zeShD33.jpg

This wood thing straightup looks terrible.

http://i.imgur.com/zW4dou1.jpg

Align your textures. God damn.

http://i.imgur.com/a8F6Epk.jpg

Z-fighting.

http://i.imgur.com/Nmu0x2f.jpg

This texture looks terrible, is super repetitive and looks like 2 different parts which shouldn't be mixed.

http://i.imgur.com/856UPOf.jpg

This trim looks terrible, so do the 4 vents so lose together. Also the strange and bizarre line of the transition.

http://i.imgur.com/nRvbi7u.jpg

This fence and its shadow. Hyce please.

http://i.imgur.com/s6brVhZ.jpg

Align door with wall.

http://i.imgur.com/cl3NgOq.jpg

Put a metal trim around these computers.

http://i.imgur.com/aHUoa45.jpg

Forward spawns on most maps are more visually interesting than this.

http://i.imgur.com/qSIA5sT.jpg

Align light models with ceiling, use less yellow particles, and put some more appropriate detailing in this room (the wood makes no sense and it's otherwise very plain.

http://i.imgur.com/EsZnALd.jpg

Fix door model alignment.

http://i.imgur.com/FIYzOYx.jpg

These side textures make no sense, wood with concrete, wrong metal texture (beam? really???).

http://i.imgur.com/wceodwv.jpg

Did they cast the metal pipe inside the concrete?

http://i.imgur.com/gAQWy82.jpg

3D skybox casting shadows onto world.

http://i.imgur.com/Mdw26Jx.jpg

Door trim on these doors, too.

http://i.imgur.com/3fh9Uy0.jpg

Different texture on those bands IMO, also bands on the bits facing the other direction.

http://i.imgur.com/4rcz4jC.jpg

DEV TEXTURES???!!!

http://i.imgur.com/ZalFJzZ.jpg

Too many windows.

http://i.imgur.com/3dqaLQN.jpg

Different texture for the catwalk side.

http://i.imgur.com/Ba4URjO.jpg

Light intersects with pipe.

http://i.imgur.com/vzzdSoR.jpg

That pipe on the right, and the light intersects with the pipes on the left.

http://i.imgur.com/VdIqCMF.jpg

Wood doesn't fit here.

http://i.imgur.com/zcgurof.jpg

The metal plates intersect. Also those models are notorious for causing lighting problems.

http://i.imgur.com/wVBaZR0.jpg

The floor texture looks terrible.

http://i.imgur.com/eNwO6Tr.jpg

Z-fighting in 3D skybox.

http://i.imgur.com/coAAM9n.jpg

This texture on the catwalk sides looks wrong.

http://i.imgur.com/yEMMqsn.jpg

This box goes through the floor.

http://i.imgur.com/WiQk65B.jpg

Wood ceiling? Come on, now.

http://i.imgur.com/O4K1VLj.jpg

Too red for blu side.

http://i.imgur.com/I1BFqJU.jpg

Don't even get me started on these trains and the hazard strips (same with the strips on 2nd).

http://i.imgur.com/J2ec5Gk.jpg

Mis-aligned textures.

http://i.imgur.com/WK6nkim.jpg

What is with this sloping wall? It makes no sense.

http://i.imgur.com/v2aSsKw.jpg

This texture is waaaaay too red for blu side.

http://i.imgur.com/gk5rbCc.jpg

Z-fighting with the power line.

http://i.imgur.com/8pmR0Yk.jpg

This wood texture is too red for blu side.

http://i.imgur.com/fjXhtpc.jpg

Red on blu side more.

http://i.imgur.com/RkiRfVx.jpg

Misplaced metal texture.

http://i.imgur.com/Y2Td6TQ.jpg

Red metal texture (looks bad anyways), and red looking wood.

http://i.imgur.com/rAHXZXn.jpg

Add trim to stair sides.

http://i.imgur.com/ztdCecf.jpg

Why is this light so bright for being outside. Also bad scaling on that sign.

http://i.imgur.com/GvsLFVB.jpg

See that nice trim on the top of blu side?

http://i.imgur.com/15PitwG.jpg

Add something like that on red side.

http://i.imgur.com/dCJ8zAG.jpg

AND FOR GOD'S SAKE USE A FULL COMPILE!

Apparently you need me to explain exactly how you detailing is bad so here goes:

Align the dark bit of the texture, and only one set of vents. Those models look terrible stacked like that.
[img]http://i.imgur.com/E2C3JVI.jpg[/img]

Fix door texture, rotate printer so it faces away from wall.
[img]http://i.imgur.com/ZtfB47Q.jpg[/img]

These lights look terrible, this room ends up being a bit too bright, they look bad, and the particles plus the light color makes the room yellowish.
[img]http://i.imgur.com/jIb0Hnt.jpg[/img]

The lighting on these crates versus the stuff inside/behind looks awful.
[img]http://i.imgur.com/yZdnJ6v.jpg[/img]

This texture looks terrible aligned like this. Also the roof texture looks wrong (with metal ceiling), and those lights belong inside not outside.
[img]http://i.imgur.com/cu4We3n.jpg[/img]

These textures are misaligned.
[img]http://i.imgur.com/sjuAnMK.jpg[/img]

The textures on the stair faces look bad. The wall textures don't match the cleanliness of the floor texture. The computers on the back right need a backing. The vent boxes are just... unusual...
[img]http://i.imgur.com/fhFX1TY.jpg[/img]

Doors need trims (not just border textures).
[img]http://i.imgur.com/tQYB6it.jpg[/img]

The metal roof goes through the side wall.
[img]http://i.imgur.com/9WBrtMT.jpg[/img]

Maximum of two of those fat pipes next to each other to look not terrible. Also put a bit of space between them. Wood door in brick texture? Seems wrong. Also wood trim on the outside of brick building is wrong. Also little pipes sticking through floor near the door.
[img]http://i.imgur.com/YpgZMhN.jpg[/img]

Use a different texture for the catwalk sidings and the chickewire trim.
[img]http://i.imgur.com/yqE0D3L.jpg[/img]

Two blue overlays on red side? WRONG!
[img]http://i.imgur.com/adqKhHI.jpg[/img]

Different pipe colors.
[img]http://i.imgur.com/jI8W6mo.jpg[/img]

Reduce the map file size by replacing the dev textures (and other out of map textures) with nodraw.
[img]http://i.imgur.com/zeShD33.jpg[/img]

This wood thing straightup looks terrible.
[img]http://i.imgur.com/zW4dou1.jpg[/img]

Align your textures. God damn.
[img]http://i.imgur.com/a8F6Epk.jpg[/img]

Z-fighting.
[img]http://i.imgur.com/Nmu0x2f.jpg[/img]

This texture looks terrible, is super repetitive and looks like 2 different parts which shouldn't be mixed.
[img]http://i.imgur.com/856UPOf.jpg[/img]

This trim looks terrible, so do the 4 vents so lose together. Also the strange and bizarre line of the transition.
[img]http://i.imgur.com/nRvbi7u.jpg[/img]

This fence and its shadow. Hyce please.
[img]http://i.imgur.com/s6brVhZ.jpg[/img]

Align door with wall.
[img]http://i.imgur.com/cl3NgOq.jpg[/img]

Put a metal trim around these computers.
[img]http://i.imgur.com/aHUoa45.jpg[/img]

Forward spawns on most maps are more visually interesting than this.
[img]http://i.imgur.com/qSIA5sT.jpg[/img]

Align light models with ceiling, use less yellow particles, and put some more appropriate detailing in this room (the wood makes no sense and it's otherwise very plain.
[img]http://i.imgur.com/EsZnALd.jpg[/img]

Fix door model alignment.
[img]http://i.imgur.com/FIYzOYx.jpg[/img]

These side textures make no sense, wood with concrete, wrong metal texture (beam? really???).
[img]http://i.imgur.com/wceodwv.jpg[/img]

Did they cast the metal pipe inside the concrete?
[img]http://i.imgur.com/gAQWy82.jpg[/img]

3D skybox casting shadows onto world.
[img]http://i.imgur.com/Mdw26Jx.jpg[/img]

Door trim on these doors, too.
[img]http://i.imgur.com/3fh9Uy0.jpg[/img]

Different texture on those bands IMO, also bands on the bits facing the other direction.
[img]http://i.imgur.com/4rcz4jC.jpg[/img]

DEV TEXTURES???!!!
[img]http://i.imgur.com/ZalFJzZ.jpg[/img]

Too many windows.
[img]http://i.imgur.com/3dqaLQN.jpg[/img]

Different texture for the catwalk side.
[img]http://i.imgur.com/Ba4URjO.jpg[/img]

Light intersects with pipe.
[img]http://i.imgur.com/vzzdSoR.jpg[/img]

That pipe on the right, and the light intersects with the pipes on the left.
[img]http://i.imgur.com/VdIqCMF.jpg[/img]

Wood doesn't fit here.
[img]http://i.imgur.com/zcgurof.jpg[/img]

The metal plates intersect. Also those models are notorious for causing lighting problems.
[img]http://i.imgur.com/wVBaZR0.jpg[/img]

The floor texture looks terrible.
[img]http://i.imgur.com/eNwO6Tr.jpg[/img]

Z-fighting in 3D skybox.
[img]http://i.imgur.com/coAAM9n.jpg[/img]

This texture on the catwalk sides looks wrong.
[img]http://i.imgur.com/yEMMqsn.jpg[/img]

This box goes through the floor.
[img]http://i.imgur.com/WiQk65B.jpg[/img]

Wood ceiling? Come on, now.
[img]http://i.imgur.com/O4K1VLj.jpg[/img]

Too red for blu side.
[img]http://i.imgur.com/I1BFqJU.jpg[/img]

Don't even get me started on these trains and the hazard strips (same with the strips on 2nd).
[img]http://i.imgur.com/J2ec5Gk.jpg[/img]

Mis-aligned textures.
[img]http://i.imgur.com/WK6nkim.jpg[/img]

What is with this sloping wall? It makes no sense.
[img]http://i.imgur.com/v2aSsKw.jpg[/img]

This texture is waaaaay too red for blu side.
[img]http://i.imgur.com/gk5rbCc.jpg[/img]

Z-fighting with the power line.
[img]http://i.imgur.com/8pmR0Yk.jpg[/img]

This wood texture is too red for blu side.
[img]http://i.imgur.com/fjXhtpc.jpg[/img]

Red on blu side more.
[img]http://i.imgur.com/RkiRfVx.jpg[/img]

Misplaced metal texture.
[img]http://i.imgur.com/Y2Td6TQ.jpg[/img]

Red metal texture (looks bad anyways), and red looking wood.
[img]http://i.imgur.com/rAHXZXn.jpg[/img]

Add trim to stair sides.
[img]http://i.imgur.com/ztdCecf.jpg[/img]

Why is this light so bright for being outside. Also bad scaling on that sign.
[img]http://i.imgur.com/GvsLFVB.jpg[/img]

See that nice trim on the top of blu side?
[img]http://i.imgur.com/15PitwG.jpg[/img]

Add something like that on red side.
[img]http://i.imgur.com/dCJ8zAG.jpg[/img]


AND FOR GOD'S SAKE USE A FULL COMPILE!
101
#101
12 Frags +

Good lord Bereth.

Thanks for the feedback, this is my first RC map so I do manage to miss a lot of details.

Also, you can stick this up your ass for being a little shit about it

Good lord Bereth.

Thanks for the feedback, this is my first RC map so I do manage to miss a lot of details.

Also, you can stick [url=http://i.imgur.com/rCYHD.jpg]this[/url] up your ass for being a little shit about it
102
#102
13 Frags +

Actually I take it back

I read your whole post. 80% of it's pretty darn important good stuff. Some of it's you being a little whiny tf2maps.net idiot.

I'm changing my recommendation from earlier. Don't stick a 15" dildo up your ass.

Stick this up your ass.

http://i1.ytimg.com/vi/3lcwPHuEMuY/maxresdefault.jpg

It's only 133' long, so if you take your head out of your ass first it should fit just right.

Actually I take it back

I read your whole post. 80% of it's pretty darn important good stuff. Some of it's you being a little whiny tf2maps.net idiot.

I'm changing my recommendation from earlier. Don't stick a 15" dildo up your ass.

Stick this up your ass.
[img]http://i1.ytimg.com/vi/3lcwPHuEMuY/maxresdefault.jpg[/img]

It's only 133' long, so if you take your head out of your ass first it should fit just right.
103
#103
1 Frags +

UGC 6s Pre-season match hype.

UGC 6s Pre-season match hype.
104
#104
2 Frags +

I'm glad it made UGC's preseason match. I'm bummed I haven't had time to update it to RC4 for the match, I've been so busy with the end of the semester. Engineering school is nice after you're done, but not during...

I'm glad it made UGC's preseason match. I'm bummed I haven't had time to update it to RC4 for the match, I've been so busy with the end of the semester. Engineering school is nice after you're done, but not during...
105
#105
3 Frags +

Update:
Here's RC3a, with a few fixes for the UGC preseason. RC4 should come whenever I feel like fixing a million tiny things (aka when I'm bored at like, 3 am some night this week).

Changes: Some odd clipping fixed, you can't get outside the map next to spawn anymore, and the stairs in lobby are made to be a bit less spam-awful.

https://www.dropbox.com/s/pg5ukbi3eva8ha6/cp_intermodal_rc3a.bsp

Update:
Here's RC3a, with a few fixes for the UGC preseason. RC4 should come whenever I feel like fixing a million tiny things (aka when I'm bored at like, 3 am some night this week).

Changes: Some odd clipping fixed, you can't get outside the map next to spawn anymore, and the stairs in lobby are made to be a bit less spam-awful.

[url=https://www.dropbox.com/s/pg5ukbi3eva8ha6/cp_intermodal_rc3a.bsp]https://www.dropbox.com/s/pg5ukbi3eva8ha6/cp_intermodal_rc3a.bsp[/url]
106
#106
2 Frags +

aww yeah that name change

aww yeah that name change
107
#107
1 Frags +

I made a rollout video for Demoman, this is one gets you to mid at roughly 9:44.
https://www.dropbox.com/s/7j8mckiixrmrx1s/cp_intermodal_rc3a_rollout.dem
There's also other rollouts that get you there faster with less health. This one gets you to mid at 9:45 (9:46 if you do it perfectly, I didn't in this one.)
https://www.dropbox.com/s/gpk1cxrymepbpiy/cp_intermodal_rc3a_rollout2.dem

By the rollouts I tried, the scouts should get there at 9:41 and the combo at 9:39. I also noticed that there's no angle you can use to shoot the initial sticky onto the enemy demoman.

I made a rollout video for Demoman, this is one gets you to mid at roughly 9:44.
https://www.dropbox.com/s/7j8mckiixrmrx1s/cp_intermodal_rc3a_rollout.dem
There's also other rollouts that get you there faster with less health. This one gets you to mid at 9:45 (9:46 if you do it perfectly, I didn't in this one.)
https://www.dropbox.com/s/gpk1cxrymepbpiy/cp_intermodal_rc3a_rollout2.dem

By the rollouts I tried, the scouts should get there at 9:41 and the combo at 9:39. I also noticed that there's no angle you can use to shoot the initial sticky onto the enemy demoman.
108
#108
2 Frags +
KumaheroI made a rollout video for Demoman, this is one gets you to mid at roughly 9:44.
https://www.dropbox.com/s/7j8mckiixrmrx1s/cp_intermodal_rc3a_rollout.dem
There's also other rollouts that get you there faster with less health. This one gets you to mid at 9:45 (9:46 if you do it perfectly, I didn't in this one.)
https://www.dropbox.com/s/gpk1cxrymepbpiy/cp_intermodal_rc3a_rollout2.dem

By the rollouts I tried, the scouts should get there at 9:41 and the combo at 9:39. I also noticed that there's no angle you can use to shoot the initial sticky onto the enemy demoman.

sloww

Mine is fast enough to sticky you out and take the health pack under mid lol

[quote=Kumahero]I made a rollout video for Demoman, this is one gets you to mid at roughly 9:44.
https://www.dropbox.com/s/7j8mckiixrmrx1s/cp_intermodal_rc3a_rollout.dem
There's also other rollouts that get you there faster with less health. This one gets you to mid at 9:45 (9:46 if you do it perfectly, I didn't in this one.)
https://www.dropbox.com/s/gpk1cxrymepbpiy/cp_intermodal_rc3a_rollout2.dem

By the rollouts I tried, the scouts should get there at 9:41 and the combo at 9:39. I also noticed that there's no angle you can use to shoot the initial sticky onto the enemy demoman.[/quote]
sloww

Mine is fast enough to sticky you out and take the health pack under mid lol
109
#109
1 Frags +
KumaheroI also noticed that there's no angle you can use to shoot the initial sticky onto the enemy demoman.

If both demos go left (respectively to their own side), you can definitely shoot a stick across mid at the other demo.

Source: I do this every single time I pug the map.

Stone also made this really quick rollout that leaves you with reasonable health, although it does have a "40% chance of shreking yourself" as Benroads commented.

https://www.youtube.com/watch?v=-X23mkBtmzU

[quote=Kumahero]
I also noticed that there's no angle you can use to shoot the initial sticky onto the enemy demoman.[/quote]

If both demos go left (respectively to their own side), you can definitely shoot a stick across mid at the other demo.

Source: I do this every single time I pug the map.

Stone also made this really quick rollout that leaves you with reasonable health, although it does have a "40% chance of shreking yourself" as Benroads commented.

[youtube]https://www.youtube.com/watch?v=-X23mkBtmzU[/youtube]
110
#110
3 Frags +

We're hosting a Highlander Experimental Cup, this is one of the maps involved;

http://etf2l.org/2014/05/18/announcing-experimental-highlander-cup-5-signups-open/

We're hosting a Highlander Experimental Cup, this is one of the maps involved;

http://etf2l.org/2014/05/18/announcing-experimental-highlander-cup-5-signups-open/
111
#111
0 Frags +
HyceSource: I do this every single time I pug the map.

but you cheat, so

[quote=Hyce]
Source: I do this every single time I pug the map.[/quote]
but you cheat, so
112
#112
-1 Frags +
ckapHyceSource: I do this every single time I pug the map.but you cheat, so

Just because I pulled 500 dpm that one time doesn't mean that I've put Hyce-only map exploits in the map

[quote=ckap][quote=Hyce]
Source: I do this every single time I pug the map.[/quote]
but you cheat, so[/quote]

Just because I pulled 500 dpm that one time doesn't mean that I've put Hyce-only map exploits in the map
113
#113
-1 Frags +

I am finding it very difficult to push into last with the way the lobby curves around it on two different sides, it makes attacking harder because you can't rotate entrances as quickly without being seen. Also, the way you have the spawns set up has guaranteed either a heavy or engie on last every single time a team gets pushed back there.

I am finding it very difficult to push into last with the way the lobby curves around it on two different sides, it makes attacking harder because you can't rotate entrances as quickly without being seen. Also, the way you have the spawns set up has guaranteed either a heavy or engie on last every single time a team gets pushed back there.
114
#114
-1 Frags +

I find that all the routes from mid to second can be easily watched with massive height advantage or spam/traps and make it very hard to push. Our preseason turned into a prolander stalemate as both teams ended up running sniper and heavy the whole time.

I find that all the routes from mid to second can be easily watched with massive height advantage or spam/traps and make it very hard to push. Our preseason turned into a prolander stalemate as both teams ended up running sniper and heavy the whole time.
115
#115
4 Frags +

Quick update...

First, thank you ETF2L for running the map in your Experimental Highlander Cup, and thank you as well for choosing to place the map in the pool for the Highlander Nations Cup. I'm thrilled that the map works well for Highlander, and if it works out more easily for Highlander than 6's I may switch to focus it towards Highlander and expedite work on cp_logjam for 6's.

Next: The map. I'm currently working on making a new version. I'm taking the map out of RC, I was rushed to get it into RC so that I could get it played as the UGC preseason map, which didn't really get me feedback anyways. Oh well.

So, next version of the map is going to be cp_intermodal_g1. I've chosen G because it's the next worse kinda of radiation after alpha and beta, gamma. Yes I'm a dork.

Anyhoo. Changes for the next version, coming soon:

-Shutter closest to point at last is gone; it's now a door
-Heights on a few doors raised to make certain ramplsides a bit easier.
-Red Side re-texture- the brick scheme is not very good and is visually cluttered and doesn't match some of the geometry style. I'm running through and making it better.
-Mid point visual clutter- many people have told me that the mid feels to cluttered and that the three trains may be the reason, I'm going to be editing it to seem more smooth and streamlined.
-Lowering respawn times.
-Double stack container at last made lowered to a single container.

Once again, thanks for the feedback.

P.S. To you people here and on the UGC forums, perhaps if your DM was higher than that of a iron pyro main you might not feel the need to run heavy full time on this map. And no, the sniper sightlines are not bad. They are fine. Snakewater is a better sniper map than this one. Just ask that cool cat Teejay.

Quick update...

First, thank you ETF2L for running the map in your Experimental Highlander Cup, and thank you as well for choosing to place the map in the pool for the Highlander Nations Cup. I'm thrilled that the map works well for Highlander, and if it works out more easily for Highlander than 6's I may switch to focus it towards Highlander and expedite work on cp_logjam for 6's.

Next: The map. I'm currently working on making a new version. I'm taking the map out of RC, I was rushed to get it into RC so that I could get it played as the UGC preseason map, which didn't really get me feedback anyways. Oh well.

So, next version of the map is going to be cp_intermodal_g1. I've chosen G because it's the next worse kinda of radiation after alpha and beta, gamma. Yes I'm a dork.

Anyhoo. Changes for the next version, coming soon:

-Shutter closest to point at last is gone; it's now a door
-Heights on a few doors raised to make certain ramplsides a bit easier.
-Red Side re-texture- the brick scheme is not very good and is visually cluttered and doesn't match some of the geometry style. I'm running through and making it better.
-Mid point visual clutter- many people have told me that the mid feels to cluttered and that the three trains may be the reason, I'm going to be editing it to seem more smooth and streamlined.
-Lowering respawn times.
-Double stack container at last made lowered to a single container.

Once again, thanks for the feedback.

P.S. To you people here and on the UGC forums, perhaps if your DM was higher than that of a iron pyro main you might not feel the need to run heavy full time on this map. And no, the sniper sightlines are not bad. They are fine. Snakewater is a better sniper map than this one. Just ask that cool cat Teejay.
116
#116
2 Frags +

Now Releasing cp_intermodal_g1f!

g1 had some issues so I fixed them

(G for gamma... alpha beta gamma? radiation... lol)

Download: https://www.dropbox.com/s/emrod556oh9anpw/cp_intermodal_g1f.bsp

Changelog:
Fixed some clipping and block bullets stuff
Raised the height of a few doors
Added some crates on last for medic cover
Removed the shutter closest to last point and moved the door back
Reduced respawn wave times
Fixed some geometry in forwards
Cleaned up the visuals on mid and red side
REMOVED ALL THE DEV TEXTURES EAT IT BEN AND WARI

Screens:

http://i.imgur.com/GXddLJz.jpg

http://i.imgur.com/gC3P7ZM.jpg

http://i.imgur.com/GmbxZPI.jpg

http://i.imgur.com/xpotsI6.jpg

http://i.imgur.com/6I32KfX.jpg

http://i.imgur.com/NnMs78j.jpg

http://i.imgur.com/SPWtLRO.jpg

http://i.imgur.com/AdSXlsq.jpg

http://i.imgur.com/1im83kK.jpg

Now Releasing cp_intermodal_g1f!

g1 had some issues so I fixed them

(G for gamma... alpha beta gamma? radiation... lol)

Download: [url=https://www.dropbox.com/s/emrod556oh9anpw/cp_intermodal_g1f.bsp]https://www.dropbox.com/s/emrod556oh9anpw/cp_intermodal_g1f.bsp[/url]

Changelog:
Fixed some clipping and block bullets stuff
Raised the height of a few doors
Added some crates on last for medic cover
Removed the shutter closest to last point and moved the door back
Reduced respawn wave times
Fixed some geometry in forwards
Cleaned up the visuals on mid and red side
REMOVED ALL THE DEV TEXTURES EAT IT BEN AND WARI

Screens:

[img]http://i.imgur.com/GXddLJz.jpg[/img]
[img]http://i.imgur.com/gC3P7ZM.jpg[/img]
[img]http://i.imgur.com/GmbxZPI.jpg[/img]
[img]http://i.imgur.com/xpotsI6.jpg[/img]
[img]http://i.imgur.com/6I32KfX.jpg[/img]
[img]http://i.imgur.com/NnMs78j.jpg[/img]
[img]http://i.imgur.com/SPWtLRO.jpg[/img]
[img]http://i.imgur.com/AdSXlsq.jpg[/img]
[img]http://i.imgur.com/1im83kK.jpg[/img]
117
#117
2 Frags +

ben sucks

Looks nice, haven't played it in forever though.

ben sucks

Looks nice, haven't played it in forever though.
118
#118
0 Frags +

I don't like that if you hold last with your combo on left (which seems like the obvious thing to do for me) you can only see the right door which would make it very hard for sticky traps to be effective and quite easy for suicide bombers to land on you with 200+ hp.
You can stand on the boxes and see 2 1/2 entrances but you still can't effectively spam them as soldier.

Not sure if it will really play out that way but it was the first thing i noticed.

also can you please put pictures in spoilers? every time I open this thread my browser goes super spastic cause there are constantly images loading and it scrolls around, really annoying.

I don't like that if you hold last with your combo on left (which seems like the obvious thing to do for me) you can only see the right door which would make it very hard for sticky traps to be effective and quite easy for suicide bombers to land on you with 200+ hp.
You can stand on the boxes and see 2 1/2 entrances but you still can't effectively spam them as soldier.

Not sure if it will really play out that way but it was the first thing i noticed.

also can you please put pictures in spoilers? every time I open this thread my browser goes super spastic cause there are constantly images loading and it scrolls around, really annoying.
119
#119
4 Frags +

After playing this map at the HLNC, the couple of issues I found with the map are that:
-The announcer voice is missing for some reason.
-The truck in 2nd is sometimes invisible when you join a server with intermodal, this bug also gave me a wall of errors which caused my frames to drop by half.

Overall the map flow was really smooth imo, it's a rather large map but because of that I think it could be one of the best hl-5cp-maps.

Great job Hyce, keep it up.

After playing this map at the HLNC, the couple of issues I found with the map are that:
-The announcer voice is missing for some reason.
-The truck in 2nd is sometimes invisible when you join a server with intermodal, this bug also gave me a wall of errors which caused my frames to drop by half.

Overall the map flow was really smooth imo, it's a rather large map but because of that I think it could be one of the best hl-5cp-maps.

Great job Hyce, keep it up.
120
#120
1 Frags +
JackyLegsAfter playing this map at the HLNC, the couple of issues I found with the map are that:
-The announcer voice is missing for some reason.
-The truck in 2nd is sometimes invisible when you join a server with intermodal, this bug also gave me a wall of errors which caused my frames to drop by half.

Overall the map flow was really smooth imo, it's a rather large map but because of that I think it could be one of the best hl-5cp-maps.

Great job Hyce, keep it up.

Glad it works out okay- if you guys had any trouble pushing or defending an area please let me know, I can make some changes now before I finish polishing and a lot of detail is going to be deleted anyways so I need to hear soon if there are any flaws.

I just fixed the announcer on Logjam, I know what the issue is. I can fix that.

The truck being missing... I have no idea why this happens, it seems that a map reload fixes it usually. I'll look into it.

[quote=JackyLegs]After playing this map at the HLNC, the couple of issues I found with the map are that:
-The announcer voice is missing for some reason.
-The truck in 2nd is sometimes invisible when you join a server with intermodal, this bug also gave me a wall of errors which caused my frames to drop by half.

Overall the map flow was really smooth imo, it's a rather large map but because of that I think it could be one of the best hl-5cp-maps.

Great job Hyce, keep it up.[/quote]

Glad it works out okay- if you guys had any trouble pushing or defending an area please let me know, I can make some changes now before I finish polishing and a lot of detail is going to be deleted anyways so I need to hear soon if there are any flaws.

I just fixed the announcer on Logjam, I know what the issue is. I can fix that.

The truck being missing... I have no idea why this happens, it seems that a map reload fixes it usually. I'll look into it.
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