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cp_metalworks feedback thread
61
#61
2 Frags +
Benroadshttp://puu.sh/h37qp/7a34d72aef.jpg

The shadow issue also is for people sitting on that white pipe, makes it a useless hiding spot

[quote=Benroads][img]http://puu.sh/h37qp/7a34d72aef.jpg[/img]
[/quote]

The shadow issue also is for people sitting on that white pipe, makes it a useless hiding spot
62
#62
1 Frags +

I think those shadow issues are just general source engine bugs. If you're hiding too close to walls in corners like that, it's common for your shadow to be rendered on the opposite wall face, allowing those outside to see where you're hiding. As long as you have r_shadow and r_shadowrendertotexture set to 1, this bug can occur all over the place.

I think those shadow issues are just general source engine bugs. If you're hiding too close to walls in corners like that, it's common for your shadow to be rendered on the opposite wall face, allowing those outside to see where you're hiding. As long as you have r_shadow and r_shadowrendertotexture set to 1, this bug can occur all over the place.
63
#63
0 Frags +

Major changes are exactly what this map needs. Lobby between mid to second is very choky and kills off a lot of momentum. Really needs to be easier to push both ways to reward aggressive plays on picks. Last is also really hard to push uber vs. uber with full offclasses so overall Metalworks is not really an enjoyable map.

Major changes are exactly what this map needs. Lobby between mid to second is very choky and kills off a lot of momentum. Really needs to be easier to push both ways to reward aggressive plays on picks. Last is also really hard to push uber vs. uber with full offclasses so overall Metalworks is not really an enjoyable map.
64
#64
cp_process, cp_metalworks
6 Frags +

Most recent version of metalworks is RC6.

https://dl.dropboxusercontent.com/u/3492731/revenant/cp_metalworks_rc6.bsp

Mostly clipping changes and slight visual fixes as per above.

Most recent version of metalworks is RC6.

https://dl.dropboxusercontent.com/u/3492731/revenant/cp_metalworks_rc6.bsp

Mostly clipping changes and slight visual fixes as per above.
65
#65
2 Frags +
SevinI think those shadow issues are just general source engine bugs. If you're hiding too close to walls in corners like that, it's common for your shadow to be rendered on the opposite wall face, allowing those outside to see where you're hiding. As long as you have r_shadow and r_shadowrendertotexture set to 1, this bug can occur all over the place.

Yeah but I can't really think of another spot on any other map that I rely on being able to see shadows through the wall as much as metalworks lobby to 2. Something about that particular wall makes you see shadows through it almost every time.

[quote=Sevin]I think those shadow issues are just general source engine bugs. If you're hiding too close to walls in corners like that, it's common for your shadow to be rendered on the opposite wall face, allowing those outside to see where you're hiding. As long as you have r_shadow and r_shadowrendertotexture set to 1, this bug can occur all over the place.[/quote]

Yeah but I can't really think of another spot on any other map that I rely on being able to see shadows through the wall as much as metalworks lobby to 2. Something about that particular wall makes you see shadows through it almost every time.
66
#66
3 Frags +

https://i.imgur.com/sFNxmF0.jpg

any reason why you didn't change this?

oh and your playerclips on the fences and roofs are missing

http://cloud-4.steamusercontent.com/ugc/717538301074023039/479CDE2B7CB0B2CDD166DB9C5EC28C4E4D4BC578/

http://cloud-4.steamusercontent.com/ugc/717538301074024436/978E4B892F2140F69702F6647BCD9483709D56EA/

[img]https://i.imgur.com/sFNxmF0.jpg[/img]
any reason why you didn't change this?

oh and your playerclips on the fences and roofs are missing
[img]http://cloud-4.steamusercontent.com/ugc/717538301074023039/479CDE2B7CB0B2CDD166DB9C5EC28C4E4D4BC578/[/img]
[img]http://cloud-4.steamusercontent.com/ugc/717538301074024436/978E4B892F2140F69702F6647BCD9483709D56EA/[/img]
67
#67
cp_process, cp_metalworks
9 Frags +

Ooopppss. I turned off the tool brushes when I was doing the compile. RC7 it is then.

https://dl.dropboxusercontent.com/u/3492731/revenant/cp_metalworks_rc7.bsp

I didn't change the spawn door situation because I've tried fixing it in the past and it only creates more problems. If I have the door retreat into the ground, it actually clips players before it fully sinks in and scouts get pissed (you trip on the door). Additionally, if you try and camp on top of the roof as is, you'll get knocked up by the door when a player leaves making it harder to camp.

I get that it affects death match and what have you, but its such a corner case in normal play that I'm going to leave it as is so as not to affect players leaving spawn.

Ooopppss. I turned off the tool brushes when I was doing the compile. RC7 it is then.

https://dl.dropboxusercontent.com/u/3492731/revenant/cp_metalworks_rc7.bsp

I didn't change the spawn door situation because I've tried fixing it in the past and it only creates more problems. If I have the door retreat into the ground, it actually clips players before it fully sinks in and scouts get pissed (you trip on the door). Additionally, if you try and camp on top of the roof as is, you'll get knocked up by the door when a player leaves making it harder to camp.

I get that it affects death match and what have you, but its such a corner case in normal play that I'm going to leave it as is so as not to affect players leaving spawn.
68
#68
7 Frags +

figured that would be the case, I understand though, also thank you for updating the map even though you don't play the game much anymore.

the spawn door clipping through the top is just a case of an aesthetically unpleasing aspect of the map, it feels like it's not supposed to do that yet it does and makes it go in an awkward way, I can't seem to think of a possible fix for that without you needing to re-think this, although if you're pleased with the way it is I am by no means here to judge that.

thanks again scorpio

figured that would be the case, I understand though, also thank you for updating the map even though you don't play the game much anymore.

the spawn door clipping through the top is just a case of an aesthetically unpleasing aspect of the map, it feels like it's not supposed to do that yet it does and makes it go in an awkward way, I can't seem to think of a possible fix for that without you needing to re-think this, although if you're pleased with the way it is I am by no means here to judge that.

thanks again scorpio
69
#69
1 Frags +

the pallet ramp is still unsurfable

the pallet ramp is still unsurfable
70
#70
1 Frags +

I want to learn how to make maps in the future and I've been delaying learning hammer, but is it possible to make the spawn door like a granary shutter where it rolls backwards when opened?

I want to learn how to make maps in the future and I've been delaying learning hammer, but is it possible to make the spawn door like a granary shutter where it rolls backwards when opened?
71
#71
cp_process, cp_metalworks
3 Frags +
rowrowI want to learn how to make maps in the future and I've been delaying learning hammer, but is it possible to make the spawn door like a granary shutter where it rolls backwards when opened?

Yes, but the door itself doesn't have any collision. Basically, you need a brush door (to block player movement, weapons, and visibility) which you then make not render, and then you need a prop_dynamic with the rolling door prop, which you then set to animate with a trigger (the same trigger that opens and closes the door).

If you need to see how this works specifically, hammer has many valve map source files that you can check, and you'll just have to check the entities to see how they are wired up.

[quote=rowrow]I want to learn how to make maps in the future and I've been delaying learning hammer, but is it possible to make the spawn door like a granary shutter where it rolls backwards when opened?[/quote]

Yes, but the door itself doesn't have any collision. Basically, you need a brush door (to block player movement, weapons, and visibility) which you then make not render, and then you need a prop_dynamic with the rolling door prop, which you then set to animate with a trigger (the same trigger that opens and closes the door).

If you need to see how this works specifically, hammer has many valve map source files that you can check, and you'll just have to check the entities to see how they are wired up.
72
#72
2 Frags +
ScorpiouprisingYes, but the door itself doesn't have any collision. Basically, you need a brush door (to block player movement, weapons, and visibility) which you then make not render, and then you need a prop_dynamic with the rolling door prop, which you then set to animate with a trigger (the same trigger that opens and closes the door).

If you need to see how this works specifically, hammer has many valve map source files that you can check, and you'll just have to check the entities to see how they are wired up.

Thanks!

[quote=Scorpiouprising]Yes, but the door itself doesn't have any collision. Basically, you need a brush door (to block player movement, weapons, and visibility) which you then make not render, and then you need a prop_dynamic with the rolling door prop, which you then set to animate with a trigger (the same trigger that opens and closes the door).

If you need to see how this works specifically, hammer has many valve map source files that you can check, and you'll just have to check the entities to see how they are wired up.[/quote]
Thanks!
73
#73
22 Frags +

http://puu.sh/j76CU/87e4444eea.jpg

Please move spawns so that they are all on the same level, I see no reason to have them on different levels

http://puu.sh/j76F0/4217f9367a.jpg

Clip over both the stairs and the big circle thing to prevent people catching themselves while jumping in spawn

http://puu.sh/j76Hb/cf9650bf05.jpg

Make these railings not have collision like the others and put a playerclip over them, some of the bars can eat rockets and such and having different styles of railing is strange

http://puu.sh/j76Lx/87d1b024db.jpg

Clip over the edge of this sign so players cannot get caught on it

http://puu.sh/j76NO/58650a0c22.jpg

Move both of the box props back slightly so they fall under the clip brush and dont catch people as they're going up the ramp to point.

http://puu.sh/j76TY/d370b1a2eb.jpg

Bulletblock over this little crack to prevent it from eating rockets and assorted other projectiles.

http://puu.sh/j773p/9b22ba6e76.jpg

Clip this corner and maybe redo the angled edge of the brush so that it fits flush with the wall and does not make that tiny space? Also clip the edge of the pipe on the left side

http://puu.sh/j779u/cb4c49dc8f.jpg

Bulletblock the edge of this ramp leading to the displacement, also maybe adjust how the crate hangs over the edge since it kind of makes jumps off that wall really annoying to do.

http://puu.sh/j77f8/6d6a455a3c.jpg

Clip around this area, specifically the area right next to the lamp post but also the little indent in the wall as i've seen many ubers ruined by people getting caught on basically every part in that area.

http://puu.sh/j77Ir/156f5e13f2.jpg

Probably should clip over these two windows since you can kinda get caught in/on them.

http://puu.sh/j77Mb/64bc891cf6.jpg

This clip brush should extend into the ground AND cover up the pallet props so it can be surfable

http://puu.sh/j77P6/7bf0451a72.jpg

Clip over the edge of this staircase since going under only really lets you get stuck, could be cool if you extended a box out or two so you could climb up a bit quicker though.

http://puu.sh/j77Tn/65200326f8.jpg

Move the clip brush down a bit so that instead of sliding up in a flat corner it smooths the edge out between the displacement and the concrete, probably should also turn it into a block bullets to prevent splash as well.

http://puu.sh/j783k/a563c451fb.jpg

You can still get caught on both of the doors in this area

http://puu.sh/j78eL/9b82d39cd5.jpg

Edges of this door aren't clipped so you can get caught but please leave the top standable as it opens up a pretty fancy spam angle

http://puu.sh/j78n0/ca3f19bf15.jpg

Edges of this door are not clipped over and it actually still seems to be textured/lit on the inside so maybe cut that out since it servers no purpose.

http://puu.sh/j78rQ/6f4734e504.jpg

Clip the corner of this ramp so you do not get caught when walking up to the pack

http://puu.sh/j78w3/19b695da9f.jpg

This area has always been kind of awkward to fight cause of all the gaps with the crates, maybe throw some more stuff down there and then just around the whole area?

http://puu.sh/j78Hy/78fbff3f4d.jpg

Extend the bulletblock on both of these stairs (Ones leading from ground -> choke and choke -> point/choke->little raised platform thing) so that it extends into the ground making the transition smooth and fixing the splash bug

http://puu.sh/j78YV/4de2a0e1ab.jpg

Clip over the edge or honestly just make it exactly like the other ramps where the trim brush is the joiner between the displacement and the actual ramp, imo it looks far better and provides smoother gameplay

Another major thing about the map is how stalemate prone it is, I believe this is partly due to how easy it is to hold last (fairly long distance to cover, lots of place to retreat behind point) I would suggest that slightly decreasing the spawn time for teams attacking last could help this but this would lead to a problem like old snakewater where most teams would just sack 4 players in and by the time that the other team would start to work out a push the spawners would already be on second.

Maybe slightly tweaking the spawns as well as slightly reworking the area on last so that defenders do not have a huge covered area behind the point that they can hide and spam behind could prevent this. Another "problem area" seems to be second as pushing in without a fairly large advantage leads to some stalemates that are quite unfun. I think that increasing the spawn time slightly for teams holding their second point could help fix this as it would make picks a bit more valuable. But the main reason I think that this area is very annoying to push is at basically every area the defending team has a pretty large height advantage and can see where you are pushing from very far away. This makes backing up into the more chokey areas leading to last and re-fighting fairly easy. This issue would be a lot harder to fix as the layout has been pretty well defined at this point in the maps life and making serious changes to the connector areas would be annoying and confusing for players. If other people have suggestions on how this area could be slightly tweaked I would love to hear them as I think this map could be quite good but the constant stalemates are very off-putting for players. Hopefully some ideas can get brainstormed and a new version will be out for next season. Apologies if this has a bunch of formatting errors as I wrote most of this in notepad before posting (preview button please enigma)

[img]http://puu.sh/j76CU/87e4444eea.jpg[/img]

Please move spawns so that they are all on the same level, I see no reason to have them on different levels

[img]http://puu.sh/j76F0/4217f9367a.jpg[/img]

Clip over both the stairs and the big circle thing to prevent people catching themselves while jumping in spawn


[img]http://puu.sh/j76Hb/cf9650bf05.jpg[/img]

Make these railings not have collision like the others and put a playerclip over them, some of the bars can eat rockets and such and having different styles of railing is strange


[img]http://puu.sh/j76Lx/87d1b024db.jpg[/img]

Clip over the edge of this sign so players cannot get caught on it


[img]http://puu.sh/j76NO/58650a0c22.jpg[/img]

Move both of the box props back slightly so they fall under the clip brush and dont catch people as they're going up the ramp to point.


[img]http://puu.sh/j76TY/d370b1a2eb.jpg[/img]

Bulletblock over this little crack to prevent it from eating rockets and assorted other projectiles.


[img]http://puu.sh/j773p/9b22ba6e76.jpg
[/img]
Clip this corner and maybe redo the angled edge of the brush so that it fits flush with the wall and does not make that tiny space? Also clip the edge of the pipe on the left side

[img]
http://puu.sh/j779u/cb4c49dc8f.jpg[/img]

Bulletblock the edge of this ramp leading to the displacement, also maybe adjust how the crate hangs over the edge since it kind of makes jumps off that wall really annoying to do.


[img]http://puu.sh/j77f8/6d6a455a3c.jpg[/img]

Clip around this area, specifically the area right next to the lamp post but also the little indent in the wall as i've seen many ubers ruined by people getting caught on basically every part in that area.


[img]http://puu.sh/j77Ir/156f5e13f2.jpg[/img]

Probably should clip over these two windows since you can kinda get caught in/on them.


[img]http://puu.sh/j77Mb/64bc891cf6.jpg[/img]

This clip brush should extend into the ground AND cover up the pallet props so it can be surfable

[img]
http://puu.sh/j77P6/7bf0451a72.jpg[/img]

Clip over the edge of this staircase since going under only really lets you get stuck, could be cool if you extended a box out or two so you could climb up a bit quicker though.


[img]http://puu.sh/j77Tn/65200326f8.jpg[/img]

Move the clip brush down a bit so that instead of sliding up in a flat corner it smooths the edge out between the displacement and the concrete, probably should also turn it into a block bullets to prevent splash as well.


[img]http://puu.sh/j783k/a563c451fb.jpg[/img]

You can still get caught on both of the doors in this area


[img]http://puu.sh/j78eL/9b82d39cd5.jpg[/img]

Edges of this door aren't clipped so you can get caught but please leave the top standable as it opens up a pretty fancy spam angle


[img]http://puu.sh/j78n0/ca3f19bf15.jpg[/img]

Edges of this door are not clipped over and it actually still seems to be textured/lit on the inside so maybe cut that out since it servers no purpose.


[img]http://puu.sh/j78rQ/6f4734e504.jpg[/img]

Clip the corner of this ramp so you do not get caught when walking up to the pack

[img]http://puu.sh/j78w3/19b695da9f.jpg[/img]

This area has always been kind of awkward to fight cause of all the gaps with the crates, maybe throw some more stuff down there and then just around the whole area?

[img]http://puu.sh/j78Hy/78fbff3f4d.jpg[/img]

Extend the bulletblock on both of these stairs (Ones leading from ground -> choke and choke -> point/choke->little raised platform thing) so that it extends into the ground making the transition smooth and fixing the splash bug

[img]http://puu.sh/j78YV/4de2a0e1ab.jpg[/img]

Clip over the edge or honestly just make it exactly like the other ramps where the trim brush is the joiner between the displacement and the actual ramp, imo it looks far better and provides smoother gameplay


Another major thing about the map is how stalemate prone it is, I believe this is partly due to how easy it is to hold last (fairly long distance to cover, lots of place to retreat behind point) I would suggest that slightly decreasing the spawn time for teams attacking last could help this but this would lead to a problem like old snakewater where most teams would just sack 4 players in and by the time that the other team would start to work out a push the spawners would already be on second.

Maybe slightly tweaking the spawns as well as slightly reworking the area on last so that defenders do not have a huge covered area behind the point that they can hide and spam behind could prevent this. Another "problem area" seems to be second as pushing in without a fairly large advantage leads to some stalemates that are quite unfun. I think that increasing the spawn time slightly for teams holding their second point could help fix this as it would make picks a bit more valuable. But the main reason I think that this area is very annoying to push is at basically every area the defending team has a pretty large height advantage and can see where you are pushing from very far away. This makes backing up into the more chokey areas leading to last and re-fighting fairly easy. This issue would be a lot harder to fix as the layout has been pretty well defined at this point in the maps life and making serious changes to the connector areas would be annoying and confusing for players. If other people have suggestions on how this area could be slightly tweaked I would love to hear them as I think this map could be quite good but the constant stalemates are very off-putting for players. Hopefully some ideas can get brainstormed and a new version will be out for next season. Apologies if this has a bunch of formatting errors as I wrote most of this in notepad before posting (preview button please enigma)
74
#74
7 Frags +

holy shit benroads is a god

holy shit benroads is a god
75
#75
6 Frags +
Benroads(preview button please enigma)

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

???

[quote=Benroads]
(preview button please enigma)[/quote]

[img]http://i.imgur.com/fvMuRnr.png[/img]

???
76
#76
2 Frags +
VictorBenroads(preview button please enigma)
http://i.imgur.com/fvMuRnr.png

???

I actually have no idea how I missed that, going to blame it on 5am until I can figure out a better excuse.

[quote=Victor][quote=Benroads]
(preview button please enigma)[/quote]

[img]http://i.imgur.com/fvMuRnr.png[/img]

???[/quote]

I actually have no idea how I missed that, going to blame it on 5am until I can figure out a better excuse.
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