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viaduct_pro5 live event
1
#1
koth_product
0 Frags +

hey dudes! I was going to update viaduct to pro5 soon and figured it could be really cool to livestream the development of the new version. I think it will be a great opportunity for us to get together and discuss various design decisions (making me feel less like a fascist because really, viaduct is not my map, it's our map). There will be mapping anecdotes, stories of all kinds, cake and all that jolly fun.

What I have planned right now is to do this on december 20th, probably around 2pm eastern (will keep you guys updated on the wheres and whens). Depending on how things unfold, there's probably going to be playtests during the day and all that jazz. don't want to miss this! should be a pretty good time...

There are no major changes planned yet but there are a lot of smaller things to fix. I'm compiling a list of things to do as we speak and hopefully, this will be a last cleanup and the definitive version of pro_via. So yeah, if there's any changes you'd like to see, any bugs that need fixin, imbalances that need to be addressed, feel free to list them here and we'll start off with that once we get there.

hey dudes! I was going to update viaduct to pro5 soon and figured it could be really cool to livestream the development of the new version. I think it will be a great opportunity for us to get together and discuss various design decisions (making me feel less like a fascist because really, viaduct is not my map, it's our map). There will be mapping anecdotes, stories of all kinds, cake and all that jolly fun.

What I have planned right now is to do this on december 20th, probably around 2pm eastern (will keep you guys updated on the wheres and whens). Depending on how things unfold, there's probably going to be playtests during the day and all that jazz. don't want to miss this! should be a pretty good time...

There are no major changes planned yet but there are a lot of smaller things to fix. I'm compiling a list of things to do as we speak and hopefully, this will be a last cleanup and the definitive version of pro_via. So yeah, if there's any changes you'd like to see, any bugs that need fixin, imbalances that need to be addressed, feel free to list them here and we'll start off with that once we get there.
2
#2
14 Frags +

please bring back splashing snipers through the bridge wall

fuck snipers

please bring back splashing snipers through the bridge wall

fuck snipers
3
#3
koth_product
4 Frags +
4812622please bring back splashing snipers through the bridge wall

fuck snipers

oh yes, we will definitely be talking about this, it is a very interesting topic

[quote=4812622]please bring back splashing snipers through the bridge wall

fuck snipers[/quote]

oh yes, we will definitely be talking about this, it is a very interesting topic
4
#4
10 Frags +

can it be called viaduct_pro instead of pro_viaduct? I always forget

can it be called viaduct_pro instead of pro_viaduct? I always forget
5
#5
koth_product
4 Frags +
phraxcan it be called viaduct_pro instead of pro_viaduct? I always forget

I've never really been too hot on that naming convention either, we'll see about the name. might make it straight out viaduct_pro, not even _pro5 (if the version is deemed worthy enough)

[quote=phrax]can it be called viaduct_pro instead of pro_viaduct? I always forget[/quote]
I've never really been too hot on that naming convention either, we'll see about the name. might make it straight out viaduct_pro, not even _pro5 (if the version is deemed worthy enough)
6
#6
-2 Frags +

http://i.imgur.com/5qwRkqP.png

[img]http://i.imgur.com/5qwRkqP.png[/img]
7
#7
-6 Frags +

can you add bumper cars after every round??

can you add bumper cars after every round??
8
#8
18 Frags +

Can you make the stairs surfable? It's so frustrating to always get stopped by them.

Can you make the stairs surfable? It's so frustrating to always get stopped by them.
9
#9
10 Frags +

As a sniper main I think what the map truly needs is a direct sight line between the two spawns. You should also add an invisible wall that stops all projectiles but not hitscan from traveling between said spawns.

As a sniper main I think what the map truly needs is a direct sight line between the two spawns. You should also add an invisible wall that stops all projectiles but not hitscan from traveling between said spawns.
10
#10
5 Frags +
TwistedAs a sniper main I think what the map truly needs is a direct sight line between the two spawns. You should also add an invisible wall that stops all projectiles but not hitscan from traveling between said spawns.

The sad part is that I thought he was serious. Sniper mains can't even surprise me anymore...

[quote=Twisted]As a sniper main I think what the map truly needs is a direct sight line between the two spawns. You should also add an invisible wall that stops all projectiles but not hitscan from traveling between said spawns.[/quote]

The sad part is that I thought he was serious. Sniper mains can't even surprise me anymore...
11
#11
-6 Frags +

make mid some kind of spire and remove dat effin pipe thingy at top

make mid some kind of spire and remove dat effin pipe thingy at top
12
#12
6 Frags +

Don't remove the bridge, but you could make it slightly higher, now my choices for making a bomb is very limited, you have to go straight forward, left or right, you can't do jump > walljump > sync bomb

Making the bridge slightly higher would make the mids less awkward for sollies

Don't remove the bridge, but you could make it slightly higher, now my choices for making a bomb is very limited, you have to go straight forward, left or right, you can't do jump > walljump > sync bomb

Making the bridge slightly higher would make the mids less awkward for sollies
13
#13
9 Frags +
BonafideDon't remove the bridge, but you could make it slightly higher, now my choices for making a bomb is very limited, you have to go straight forward, left or right, you can't do jump > walljump > sync bomb

Making the bridge slightly higher would make the mids less awkward for sollies

Probably the first time I've agreed with something stone's said. Well done.

[quote=Bonafide]Don't remove the bridge, but you could make it slightly higher, now my choices for making a bomb is very limited, you have to go straight forward, left or right, you can't do jump > walljump > sync bomb

Making the bridge slightly higher would make the mids less awkward for sollies[/quote]

Probably the first time I've agreed with something stone's said. Well done.
14
#14
0 Frags +
logicallymake mid some kind of spire and remove dat effin pipe thingy at top

koth_pro_blandsspire_rc5
Seems legit

[quote=logically]make mid some kind of spire and remove dat effin pipe thingy at top[/quote]
koth_pro_blandsspire_rc5
Seems legit
15
#15
2 Frags +

Please do something about sniping. Currently you can just go cliff, get a pick because people on middle can't even see you there. Then your position gets called out, everyone rotates to the other side of middle so they can't get headshot. Now you just go to China/sniperdeck/whatever and you can see everyone again. I'd like to see the bridge removed or changed. I'd also like to see said sniperdeck shortened so you can't stand at the edge of it and even see left side.

Hope that all makes sense and gets considered

Please do something about sniping. Currently you can just go cliff, get a pick because people on middle can't even see you there. Then your position gets called out, everyone rotates to the other side of middle so they can't get headshot. Now you just go to China/sniperdeck/whatever and you can see everyone again. I'd like to see the bridge removed or changed. I'd also like to see said sniperdeck shortened so you can't stand at the edge of it and even see left side.

Hope that all makes sense and gets considered
16
#16
-12 Frags +

put snow back pls

put snow back pls
17
#17
8 Frags +

Some time ago there was a pastebin with possible viaduct changes, most of them were really good. Bulletblocking all stairs would be really important to me.

Also check out Benroads' post again: http://teamfortress.tv/thread/9945/koth-pro-viaduct-rc4/?page=1#29

Some time ago there was a pastebin with possible viaduct changes, most of them were really good. Bulletblocking all stairs would be really important to me.

Also check out Benroads' post again: http://teamfortress.tv/thread/9945/koth-pro-viaduct-rc4/?page=1#29
18
#18
0 Frags +
f_blueSome time ago there was a pastebin with possible viaduct changes, most of them were really good. Bulletblocking all stairs would be really important to me.

Also check out Benroads' post again: http://teamfortress.tv/thread/9945/koth-pro-viaduct-rc4/?page=1#29

the pastebin was probably mine

me and fubar have worked together (well, fubar doing all of the real work) for a long time so he's seen it, but I'll post it over here for others to look at

http://etf2l.org/forum/maps/topic-30481/

the pastebin is in the OP, there's a few other things suggested by others that we agreed to so I'll post the entire thread

[quote=f_blue]Some time ago there was a pastebin with possible viaduct changes, most of them were really good. Bulletblocking all stairs would be really important to me.

Also check out Benroads' post again: http://teamfortress.tv/thread/9945/koth-pro-viaduct-rc4/?page=1#29[/quote]


the pastebin was probably mine

me and fubar have worked together (well, fubar doing all of the real work) for a long time so he's seen it, but I'll post it over here for others to look at

http://etf2l.org/forum/maps/topic-30481/

the pastebin is in the OP, there's a few other things suggested by others that we agreed to so I'll post the entire thread
19
#19
-4 Frags +

I've always felt this map was really unbalanced toward Red because of a lot of the jumping angles they have due to the map being symmetrical and not mirrored. Threw together a quick album of my biggest gripes that could be tweaked: http://imgur.com/a/Crjt0

Also, is there really any practical use for the player clip on the logs around mid? They've always felt a bit awkward to me, but I don't know if you could remove them and keep sticks from going inside or not.

I've always felt this map was really unbalanced toward Red because of a lot of the jumping angles they have due to the map being symmetrical and not mirrored. Threw together a quick album of my biggest gripes that could be tweaked: http://imgur.com/a/Crjt0

Also, is there really any practical use for the player clip on the logs around mid? They've always felt a bit awkward to me, but I don't know if you could remove them and keep sticks from going inside or not.
20
#20
3 Frags +
OrangecakeI've always felt this map was really unbalanced toward Red because of a lot of the jumping angles they have due to the map being symmetrical and not mirrored. Threw together a quick album of my biggest gripes that could be tweaked: http://imgur.com/a/Crjt0

Also, is there really any practical use for the player clip on the logs around mid? They've always felt a bit awkward to me, but I don't know if you could remove them and keep sticks from going inside or not.

If you can rocket jump from your left side well then don't you have the capacity to do all of those red side jumps on blu side too?

[quote=Orangecake]I've always felt this map was really unbalanced toward Red because of a lot of the jumping angles they have due to the map being symmetrical and not mirrored. Threw together a quick album of my biggest gripes that could be tweaked: http://imgur.com/a/Crjt0

Also, is there really any practical use for the player clip on the logs around mid? They've always felt a bit awkward to me, but I don't know if you could remove them and keep sticks from going inside or not.[/quote]

If you can rocket jump from your left side well then don't you have the capacity to do all of those red side jumps on blu side too?
21
#21
7 Frags +

use a new skybox (please not the texture from metalworks)

I miss the dusk look of the old viaduct

edit: have you considered / tried other texture schemes? I can't explain why I find the original's look more appealing. Maybe it's the lack of color variety compared to the grass / path ground and bright / colorful skybox. The only alternative I can think of would be a dirt theme like in badlands / gpit or concrete like in process.

regardless it's the best map in this game

use a new skybox (please not the texture from metalworks)

I miss the dusk look of the old viaduct

edit: have you considered / tried other texture schemes? I can't explain why I find the original's look more appealing. Maybe it's the lack of color variety compared to the grass / path ground and bright / colorful skybox. The only alternative I can think of would be a dirt theme like in badlands / gpit or concrete like in process.

regardless it's the best map in this game
22
#22
koth_product
7 Frags +

just to confirm that this is going to happen today at 2pm eastern (assuming I can get myself out of bed), on this channel http://www.twitch.tv/fubartv see you there

just to confirm that this is going to happen today at 2pm eastern (assuming I can get myself out of bed), on this channel http://www.twitch.tv/fubartv see you there
23
#23
1 Frags +

Honestly all i really care about is the fix to the stairs, and just to smooth out the clipping in general, especially the fence right at the bottom of cliff because it doesn't work too well to rocket jump off of it when its an eternity away.

raising the bridge is a good idea but i don't think that's really necessary.

Honestly all i really care about is the fix to the stairs, and just to smooth out the clipping in general, especially the fence right at the bottom of cliff because it doesn't work too well to rocket jump off of it when its an eternity away.

raising the bridge is a good idea but i don't think that's really necessary.
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