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pl_badwater_pro_v
1
#1
0 Frags +

Currently: Version 12

Downloads will no longer be done through dropbox, and will instead be hosted on TF2maps. When a more final version is reached, a Steam Workshop version will be added.

https://tf2maps.net/downloads/pl_badwater_pro.962/

An album of the changes made can be found on the TF2maps download page.

Changes include:
- A new forward spawn location for BLU on capping B.
- Walls shifted to increase space in Under on the route to C.
- Alternate door into Boiler from BLU forward spawn. (Thanks Aero!)
- Stairs to the Engineer nest at C have had nobuild added.

- Lots of small quality of life changes to clipping and spawn positions

Changes for v7: - Back stairwell in RED spawn between upper and lower
- Barrels outside Lunchbox on C replaced with a shed
- One way shutter now nobuild until A is capped
- Kill trigger in RED forward doorway on B cap *should* be more consistent
- Lowered BLU forward spawn door to not stick through the ground

Changes for v8: - Back stairwell in REd spawn updated to prevent fall damage
- The Engineer Nest Window has returned, but has been lowered, granting sightlines to building Level 1 sentries and opening the sentry up to more angles in general.
- The fence on B has been brought closer to the wall to assist RED in defending the alley whilst cutting down sightlines from the hill on A
- Tons of small quality of life changes; clipping, hitboxes, lighting, prop fades, map holes. etc

Changes for v10:
- The one way door on 1st that RED could use has been returned to its original purpose as a locked gate that will only open after 1st is capped
- 3rd has had its layout fully returned to that of stock badwater, this includes; the removal of the back room to the Engineer nest, resizing the stairwell to the nest and removing the spare catwalk outside of "House"
- The staircase to the Engineer nest on 3rd now has nobuild
- A wooden support has been added to the balcony outside of the Engineer nest to provide BLU team with a direct route

Changes for v11:
- Lighting errors fixed

Changes for v12:
- reintroduced the one way gate from A to B roof
- removed the barricade from B alley
- a new staircase in Tires that leads to the spiral staircase on last point

A special thanks to UGC Kumori for collecting feedback and spurring this version's creation!

Thanks for all the feedback coming out of the map's time in play! I greatly appreciate all the PM's, even the little stuff matters a lot!

Credit for this map is shared with Aero for letting me develop an alternate pl_badwater_pro with some of his changes included! This wouldn't have gotten off the ground without his help.

While testing is primarily concerned with gameplay at the moment, map optimization took a hit during the revamp. If you or your teammates experience excessive framerate issues, large framerate drops etc. please mention where on the map, preferably with a screenshot and it will be pushed into priority.

Thanks a ton to whoever plays it, I'd be happy to take STV demos and POV demos for review, as well as screenshots of any issues you find.

Feedback is welcome!

Currently: Version 12

Downloads will no longer be done through dropbox, and will instead be hosted on TF2maps. When a more final version is reached, a Steam Workshop version will be added.

https://tf2maps.net/downloads/pl_badwater_pro.962/

An album of the changes made can be found on the TF2maps download page.

Changes include:
- A new forward spawn location for BLU on capping B.
- Walls shifted to increase space in Under on the route to C.
- Alternate door into Boiler from BLU forward spawn. (Thanks Aero!)
- Stairs to the Engineer nest at C have had nobuild added.

- Lots of small quality of life changes to clipping and spawn positions

Changes for v7: - Back stairwell in RED spawn between upper and lower
- Barrels outside Lunchbox on C replaced with a shed
- One way shutter now nobuild until A is capped
- Kill trigger in RED forward doorway on B cap *should* be more consistent
- Lowered BLU forward spawn door to not stick through the ground

Changes for v8: - Back stairwell in REd spawn updated to prevent fall damage
- The Engineer Nest Window has returned, but has been lowered, granting sightlines to building Level 1 sentries and opening the sentry up to more angles in general.
- The fence on B has been brought closer to the wall to assist RED in defending the alley whilst cutting down sightlines from the hill on A
- Tons of small quality of life changes; clipping, hitboxes, lighting, prop fades, map holes. etc

Changes for v10:
- The one way door on 1st that RED could use has been returned to its original purpose as a locked gate that will only open after 1st is capped
- 3rd has had its layout fully returned to that of stock badwater, this includes; the removal of the back room to the Engineer nest, resizing the stairwell to the nest and removing the spare catwalk outside of "House"
- The staircase to the Engineer nest on 3rd now has nobuild
- A wooden support has been added to the balcony outside of the Engineer nest to provide BLU team with a direct route

Changes for v11:
- Lighting errors fixed

Changes for v12:
- reintroduced the one way gate from A to B roof
- removed the barricade from B alley
- a new staircase in Tires that leads to the spiral staircase on last point

A special thanks to UGC Kumori for collecting feedback and spurring this version's creation!

Thanks for all the feedback coming out of the map's time in play! I greatly appreciate all the PM's, even the little stuff matters a lot!

Credit for this map is shared with Aero for letting me develop an alternate pl_badwater_pro with some of his changes included! This wouldn't have gotten off the ground without his help.

While testing is primarily concerned with gameplay at the moment, map optimization took a hit during the revamp. If you or your teammates experience excessive framerate issues, large framerate drops etc. please mention where on the map, preferably with a screenshot and it will be pushed into priority.

Thanks a ton to whoever plays it, I'd be happy to take STV demos and POV demos for review, as well as screenshots of any issues you find.

Feedback is welcome!
2
#2
0 Frags +

About time, nice job dude

About time, nice job dude
3
#3
0 Frags +

Dropbox link seems to be down but it won't stop me from being hype to play this.

Looks amazing and I have high hopes for future versions.

Dropbox link seems to be down but it won't stop me from being hype to play this.

Looks amazing and I have high hopes for future versions.
4
#4
0 Frags +

can i have it

can i have it
5
#5
0 Frags +

I really like the link from top to bottom spawn on last, normally I just have to sit hitting the loadout preset button to change.

I really like the link from top to bottom spawn on last, normally I just have to sit hitting the loadout preset button to change.
6
#6
0 Frags +

The third point buildings look improved as well! My only question would be about the forward spawns, but I'd need to play it for that. Is there a thread for this on ETF2L or UGC yet?

The third point buildings look improved as well! My only question would be about the forward spawns, but I'd need to play it for that. Is there a thread for this on ETF2L or UGC yet?
7
#7
0 Frags +
fireindaarcadeThe third point buildings look improved as well! My only question would be about the forward spawns, but I'd need to play it for that. Is there a thread for this on ETF2L or UGC yet?

There already are threads made on the UGC and ETF2L forums as well. I'll update the main post with links to both, but they mostly contain the same information. Thank you for the interest!

[quote=fireindaarcade]The third point buildings look improved as well! My only question would be about the forward spawns, but I'd need to play it for that. Is there a thread for this on ETF2L or UGC yet?[/quote]

There already are threads made on the UGC and ETF2L forums as well. I'll update the main post with links to both, but they mostly contain the same information. Thank you for the interest!
8
#8
0 Frags +

I really enjoy the way this map looks, tons of much needed changes without completely making the map feel weird and alien

I really enjoy the way this map looks, tons of much needed changes without completely making the map feel weird and alien
9
#9
0 Frags +

"tons of much needed changes"

"tons of much needed changes"
10
#10
1 Frags +

holy fuck every one of these changes are really good. cant wait to try it.

holy fuck every one of these changes are really good. cant wait to try it.
11
#11
0 Frags +

only complaint is the new alley fence looks ugly as fuck. Try grabbing a fence from the border of yard, so the tileset fits.

Might also want to put some kind of ammo pack in that new room on C, which would incentivize actual play there. Engies holding C always have trouble with dispenser placement because there's very little metal up there. Plus, putting a pack in that new room would help the offense if they're trying to push through there.

only complaint is the new alley fence looks ugly as fuck. Try grabbing a fence from the border of yard, so the tileset fits.

Might also want to put some kind of ammo pack in that new room on C, which would incentivize actual play there. Engies holding C always have trouble with dispenser placement because there's very little metal up there. Plus, putting a pack in that new room would help the offense if they're trying to push through there.
12
#12
4 Frags +

you can build here

http://images.akamai.steamusercontent.com/ugc/425941828283918292/A53EFDC02D6CE19A8F5639F73CDCB0D36ED5C78D/

you can build here
[img]http://images.akamai.steamusercontent.com/ugc/425941828283918292/A53EFDC02D6CE19A8F5639F73CDCB0D36ED5C78D/[/img]
13
#13
2 Frags +

That's already fixed in v8.

That's already fixed in v8.
14
#14
0 Frags +
itszedThat's already fixed in v8.

Pretty big thing to not be specifically listed in the changelog.

[quote=itszed]That's already fixed in v8.[/quote]

Pretty big thing to not be specifically listed in the changelog.
15
#15
1 Frags +

Is there any changelog for v9?

Is there any changelog for v9?
16
#16
0 Frags +

they fixed a bug w/ props capping last, and made the fence on 2nd solid instead of see-through.

they fixed a bug w/ props capping last, and made the fence on 2nd solid instead of see-through.
17
#17
4 Frags +

Please use bsp_repack before releasing maps to the world! Smaller filesizes = happier everyone

Please use bsp_repack before releasing maps to the world! Smaller filesizes = happier everyone
18
#18
0 Frags +

Pl_badwater_pro_v8 is blacklisted on serveme. This is the chat log between me and Arie:
"23:10 - TF2C | Exze: Why is it blacklisted? I've made a post in the mod area of the TF2C forums. We should have it removed from the TF2C map list soon anyway :)
23:10 - Arie - serveme.tf: "it's unstable and crashes a bunch of my servers around the globe"
23:10 - Arie - serveme.tf: :P
23:11 - Arie - serveme.tf: If you select it as the first map, it just crashes the server on startup
23:11 - Arie - serveme.tf: with plugins, without plugins, linux servers, windows servers, servers in EU ,servers in NA"

Badwater_pro_v9 is also known to cause client problems when downloading the map for the first time, and so TF2C will use Badwater_pro_v7 as the default badwater until a newer version comes out.

Pl_badwater_pro_v8 is blacklisted on serveme. This is the chat log between me and Arie:
"23:10 - TF2C | Exze: Why is it blacklisted? I've made a post in the mod area of the TF2C forums. We should have it removed from the TF2C map list soon anyway :)
23:10 - Arie - serveme.tf: "it's unstable and crashes a bunch of my servers around the globe"
23:10 - Arie - serveme.tf: :P
23:11 - Arie - serveme.tf: If you select it as the first map, it just crashes the server on startup
23:11 - Arie - serveme.tf: with plugins, without plugins, linux servers, windows servers, servers in EU ,servers in NA"

Badwater_pro_v9 is also known to cause client problems when downloading the map for the first time, and so TF2C will use Badwater_pro_v7 as the default badwater until a newer version comes out.
19
#19
serveme.tf
2 Frags +

Possibly just started happening due to a TF2 update, because I don't remember this being a problem all the time.

Possibly just started happening due to a TF2 update, because I don't remember this being a problem all the time.
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