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cp_prolands
61
#61
16 Frags +
lettothat's why you check hiding spots, count players or leave a roamer on last

Bad map design is still bad map design, regardless of any preventative measure arguments you make.

[quote=letto]
that's why you check hiding spots, count players or leave a roamer on last[/quote]

Bad map design is still bad map design, regardless of any preventative measure arguments you make.
62
#62
11 Frags +

BRING BACK BALCONY METAL FENCE LEDGE.

BRING BACK BALCONY METAL FENCE LEDGE.
63
#63
-9 Frags +
bearodactylriotbzAdded a tire to balcony, behind the fence. You can now jump to spire as scout without using the winger or the boston - basher. Not a huge change but it may improve accessibility to the spire ever so slightly.
visually small change but this should actually make taking spire a lot easier. pretty big change imo

also any plans to remove this spot?

https://puu.sh/vQ0lz/940dc133a1.jpg
why remove that spot it's easy to spot and relatively difficult to jump to, the only person ive ever seen use it is marmaduke once in a scrim
as banny said there are only a few things that people have widely agreed need to be changed, shit like this is just unnecessary

if u find it hard to jump to u gotta spend some more time on tempus fam

fair assessment tho, just the fact that he's removing every other spot in the area

[quote=bearodactyl][quote=riotbz][quote]Added a tire to balcony, behind the fence. You can now jump to spire as scout without using the winger or the boston - basher. Not a huge change but it may improve accessibility to the spire ever so slightly.[/quote]

visually small change but this should actually make taking spire a lot easier. pretty big change imo

also any plans to remove this spot?

[img]https://puu.sh/vQ0lz/940dc133a1.jpg[/img][/quote]
why remove that spot it's easy to spot and relatively difficult to jump to, the only person ive ever seen use it is marmaduke once in a scrim
as banny said there are only a few things that people have widely agreed need to be changed, shit like this is just unnecessary[/quote]
if u find it hard to jump to u gotta spend some more time on tempus fam

fair assessment tho, just the fact that he's removing every other spot in the area
64
#64
refresh.tf
4 Frags +
riotbzbearodactylriotbzAdded a tire to balcony, behind the fence. You can now jump to spire as scout without using the winger or the boston - basher. Not a huge change but it may improve accessibility to the spire ever so slightly.
visually small change but this should actually make taking spire a lot easier. pretty big change imo

also any plans to remove this spot?

https://puu.sh/vQ0lz/940dc133a1.jpg
why remove that spot it's easy to spot and relatively difficult to jump to, the only person ive ever seen use it is marmaduke once in a scrim
as banny said there are only a few things that people have widely agreed need to be changed, shit like this is just unnecessary
if u find it hard to jump to u gotta spend some more time on tempus fam

fair assessment tho, just the fact that he's removing every other spot in the area

I'm not removing every other spot...? Just one.

[quote=riotbz][quote=bearodactyl][quote=riotbz][quote]Added a tire to balcony, behind the fence. You can now jump to spire as scout without using the winger or the boston - basher. Not a huge change but it may improve accessibility to the spire ever so slightly.[/quote]

visually small change but this should actually make taking spire a lot easier. pretty big change imo

also any plans to remove this spot?

[img]https://puu.sh/vQ0lz/940dc133a1.jpg[/img][/quote]
why remove that spot it's easy to spot and relatively difficult to jump to, the only person ive ever seen use it is marmaduke once in a scrim
as banny said there are only a few things that people have widely agreed need to be changed, shit like this is just unnecessary[/quote]
if u find it hard to jump to u gotta spend some more time on tempus fam

fair assessment tho, just the fact that he's removing every other spot in the area[/quote]
I'm not removing every other spot...? Just one.
65
#65
-4 Frags +
CollaideriotbzbearodactylriotbzAdded a tire to balcony, behind the fence. You can now jump to spire as scout without using the winger or the boston - basher. Not a huge change but it may improve accessibility to the spire ever so slightly.
visually small change but this should actually make taking spire a lot easier. pretty big change imo

also any plans to remove this spot?

https://puu.sh/vQ0lz/940dc133a1.jpg
why remove that spot it's easy to spot and relatively difficult to jump to, the only person ive ever seen use it is marmaduke once in a scrim
as banny said there are only a few things that people have widely agreed need to be changed, shit like this is just unnecessary
if u find it hard to jump to u gotta spend some more time on tempus fam

fair assessment tho, just the fact that he's removing every other spot in the area
I'm not removing every other spot...? Just one.

you removed every lamp on last except one, where the spot isnt on the lamp anymore

[quote=Collaide][quote=riotbz][quote=bearodactyl][quote=riotbz][quote]Added a tire to balcony, behind the fence. You can now jump to spire as scout without using the winger or the boston - basher. Not a huge change but it may improve accessibility to the spire ever so slightly.[/quote]

visually small change but this should actually make taking spire a lot easier. pretty big change imo

also any plans to remove this spot?

[img]https://puu.sh/vQ0lz/940dc133a1.jpg[/img][/quote]
why remove that spot it's easy to spot and relatively difficult to jump to, the only person ive ever seen use it is marmaduke once in a scrim
as banny said there are only a few things that people have widely agreed need to be changed, shit like this is just unnecessary[/quote]
if u find it hard to jump to u gotta spend some more time on tempus fam

fair assessment tho, just the fact that he's removing every other spot in the area[/quote]
I'm not removing every other spot...? Just one.[/quote]
you removed every lamp on last except one, where the spot isnt on the lamp anymore
66
#66
refresh.tf
0 Frags +
riotbz you removed every lamp on last except one, where the spot isnt on the lamp anymore

Nobody uses the other lamps though, and in dm fights you get caught on them a lot.

[quote=riotbz] you removed every lamp on last except one, where the spot isnt on the lamp anymore[/quote]
Nobody uses the other lamps though, and in dm fights you get caught on them a lot.
67
#67
8 Frags +
Collaideriotbz you removed every lamp on last except one, where the spot isnt on the lamp anymoreNobody uses the other lamps though, and in dm fights you get caught on them a lot.

I used them ;.;

[quote=Collaide][quote=riotbz] you removed every lamp on last except one, where the spot isnt on the lamp anymore[/quote]
Nobody uses the other lamps though, and in dm fights you get caught on them a lot.[/quote]

I used them ;.;
68
#68
1 Frags +
WhyNotDivineCollaideriotbz you removed every lamp on last except one, where the spot isnt on the lamp anymoreNobody uses the other lamps though, and in dm fights you get caught on them a lot.
I used them ;.;

agree, please leave the lamps

edit: i dont agree on that the lamps are not useful hiding spots, hence the quote above

[quote=WhyNotDivine][quote=Collaide][quote=riotbz] you removed every lamp on last except one, where the spot isnt on the lamp anymore[/quote]
Nobody uses the other lamps though, and in dm fights you get caught on them a lot.[/quote]

I used them ;.;[/quote]
agree, please leave the lamps

edit: i dont agree on that the lamps are not useful hiding spots, hence the quote above
69
#69
refresh.tf
-1 Frags +

It would be more constructive if you made an argument rather than just stating your opinion.

It would be more constructive if you made an argument rather than just stating your opinion.
70
#70
24 Frags +

the lamps are bad and impede gameplay, and having 5 hiding spots stuck all over last is dumb as hell. you definitely did the right thing making them have no collisions

the lamps are bad and impede gameplay, and having 5 hiding spots stuck all over last is dumb as hell. you definitely did the right thing making them have no collisions
71
#71
-2 Frags +

Never have the lamps hindered my personal gameplay, if you get caught out in lower right (from lasts perspective) that's your fault and I don't see how removing the lamps is going to help with that. As for the laps around dropdown, the ceiling is pretty low already so I still don't see the problem. But that's just my view on it and I'm sure anybody with more experience than me will give a better view on it.

Never have the lamps hindered my personal gameplay, if you get caught out in lower right (from lasts perspective) that's your fault and I don't see how removing the lamps is going to help with that. As for the laps around dropdown, the ceiling is pretty low already so I still don't see the problem. But that's just my view on it and I'm sure anybody with more experience than me will give a better view on it.
72
#72
0 Frags +
CollaideIt would be more constructive if you made an argument rather than just stating your opinion.

i think it's hard to form any concrete arguments without playing the map. Unfortunately I'd imagine most of us (hi) don't belong to any inhouses that are playing new maps.

giv mixchamp prolands

[quote=Collaide]It would be more constructive if you made an argument rather than just stating your opinion.[/quote]
i think it's hard to form any concrete arguments without playing the map. Unfortunately I'd imagine most of us (hi) don't belong to any inhouses that are playing new maps.

giv mixchamp prolands
73
#73
refresh.tf
3 Frags +
MenachemCollaideIt would be more constructive if you made an argument rather than just stating your opinion.i think it's hard to form any concrete arguments without playing the map. Unfortunately I'd imagine most of us (hi) don't belong to any inhouses that are playing new maps.

giv mixchamp prolands

You don't really need to play my new version to make an argument for removing them.

- The lamps (except one) are never used because it is very easy to spot players standing on them, so they are not good hiding spots.

- They interfere with gameplay, if you double jump or get bounced upwards by a rocket or a sticky, you may get stuck. Some small rocket jumps are impossible, and a neat jump for rolling out is now possible.

- They were never intended to be hiding spots. As we know valve doesn't polish maps to perfection, and often don't apply gameplay to their mapmaking.

- I fixed the one hiding spot that existed by making it slightly worse and made it into an actual gameplay mechanic, not a secret spot only pro players know.

[quote=Menachem][quote=Collaide]It would be more constructive if you made an argument rather than just stating your opinion.[/quote]
i think it's hard to form any concrete arguments without playing the map. Unfortunately I'd imagine most of us (hi) don't belong to any inhouses that are playing new maps.

giv mixchamp prolands[/quote]

You don't really need to play my new version to make an argument for removing them.

- The lamps (except one) are never used because it is very easy to spot players standing on them, so they are not good hiding spots.

- They interfere with gameplay, if you double jump or get bounced upwards by a rocket or a sticky, you may get stuck. Some small rocket jumps are impossible, and a neat jump for rolling out is now possible.

- They were never intended to be hiding spots. As we know valve doesn't polish maps to perfection, and often don't apply gameplay to their mapmaking.

- I fixed the one hiding spot that existed by making it slightly worse and made it into an actual gameplay mechanic, not a secret spot only pro players know.
74
#74
refresh.tf
0 Frags +
WhyNotDivineNever have the lamps hindered my personal gameplay, if you get caught out in lower right (from lasts perspective) that's your fault and I don't see how removing the lamps is going to help with that. As for the laps around dropdown, the ceiling is pretty low already so I still don't see the problem. But that's just my view on it and I'm sure anybody with more experience than me will give a better view on it.

1. Anecdotal evidence
2. Sure, if you put yourself in a position where you somehow get juggled into a lamp, it is your own fault, however, why should we punish standing in these crammed rooms even further than they already are? By making pinpoint button-presses and taking the time to choose which pixel we stand on, we get distracted from the actual game. It is more enjoyable to not have to worry as much about getting stuck on a lamp or a metal beam.
3. An opponent getting stuck on a lamp or sometimes strafing into one can make you miss shots you otherwise would have hit, essentially punishing the player for not taking a tiny lamp in the roof into account while aiming.
4. "Ceiling is low, therefore it should be even lower" is not what I consider a valid argument.

[quote=WhyNotDivine]Never have the lamps hindered my personal gameplay, if you get caught out in lower right (from lasts perspective) that's your fault and I don't see how removing the lamps is going to help with that. As for the laps around dropdown, the ceiling is pretty low already so I still don't see the problem. But that's just my view on it and I'm sure anybody with more experience than me will give a better view on it.[/quote]
1. Anecdotal evidence
2. Sure, if you put yourself in a position where you somehow get juggled into a lamp, it is your own fault, however, why should we punish standing in these crammed rooms even further than they already are? By making pinpoint button-presses and taking the time to choose which pixel we stand on, we get distracted from the actual game. It is more enjoyable to not have to worry as much about getting stuck on a lamp or a metal beam.
3. An opponent getting stuck on a lamp or sometimes strafing into one can make you miss shots you otherwise would have hit, essentially punishing the player for not taking a tiny lamp in the roof into account while aiming.
4. "Ceiling is low, therefore it should be even lower" is not what I consider a valid argument.
75
#75
6 Frags +

played well in pugs, I'm not really a fan of opening up the side of balcony though

something feels different about jumping from pride to spire, did you accidentally change clipping somewhere?

played well in pugs, I'm not really a fan of opening up the side of balcony though

something feels different about jumping from pride to spire, did you accidentally change clipping somewhere?
76
#76
-6 Frags +
lootplayed well in pugs, I'm not really a fan of opening up the side of balcony though

something feels different about jumping from pride to spire, did you accidentally change clipping somewhere?

I really have no clue why retards downfrag constructive criticism like this

[quote=loot]played well in pugs, I'm not really a fan of opening up the side of balcony though

something feels different about jumping from pride to spire, did you accidentally change clipping somewhere?[/quote]

I really have no clue why retards downfrag constructive criticism like this
77
#77
refresh.tf
1 Frags +
lootplayed well in pugs, I'm not really a fan of opening up the side of balcony though

something feels different about jumping from pride to spire, did you accidentally change clipping somewhere?

The plank is not exactly the same (the one you stand on) and I made the clipping a bit closer to the fence on pride rock.

Would you mind telling me why you are not a fan of opening up balcony, or why you prefer it to be closed?

[quote=loot]played well in pugs, I'm not really a fan of opening up the side of balcony though

something feels different about jumping from pride to spire, did you accidentally change clipping somewhere?[/quote]
The plank is not exactly the same (the one you stand on) and I made the clipping a bit closer to the fence on pride rock.

Would you mind telling me why you are not a fan of opening up balcony, or why you prefer it to be closed?
78
#78
2 Frags +
Collaide
Would you mind telling me why you are not a fan of opening up balcony, or why you prefer it to be closed?

In my opinion you shouldn't be able to freely stand there and spam spire with less risk of getting caught out. On stock blands that spot is a bit of a splash deathtrap, but it's still rare to actually get frags unless your opponent overextends and does a dumb

Issue 2 is the ability for defenders to instantly clear left shutter/trash with even less effort than it took before

Issue 3 is the scout winger jump up there is a bit overpowered

I think it wouldn't be as bad if you removed the sheet metal from the ground

[quote=Collaide]

Would you mind telling me why you are not a fan of opening up balcony, or why you prefer it to be closed?[/quote]

In my opinion you shouldn't be able to freely stand there and spam spire with less risk of getting caught out. On stock blands that spot is a bit of a splash deathtrap, but it's still rare to actually get frags unless your opponent overextends and does a dumb

Issue 2 is the ability for defenders to instantly clear left shutter/trash with even less effort than it took before

Issue 3 is the scout winger jump up there is a bit overpowered

I think it wouldn't be as bad if you removed the sheet metal from the ground
79
#79
0 Frags +
lootIn my opinion you shouldn't be able to freely stand there and spam spire with less risk of getting caught out. On stock blands that spot is a bit of a splash deathtrap, but it's still rare to actually get frags unless your opponent overextends and does a dumb

Issue 2 is the ability for defenders to instantly clear left shutter/trash with even less effort than it took before

Issue 3 is the scout winger jump up there is a bit overpowered

I think it wouldn't be as bad if you removed the sheet metal from the ground

Did the scouts you played against even used that sortcut ? If yes, how did you felt the impact of it ?

[quote=loot]
In my opinion you shouldn't be able to freely stand there and spam spire with less risk of getting caught out. On stock blands that spot is a bit of a splash deathtrap, but it's still rare to actually get frags unless your opponent overextends and does a dumb

Issue 2 is the ability for defenders to instantly clear left shutter/trash with even less effort than it took before

Issue 3 is the scout winger jump up there is a bit overpowered

I think it wouldn't be as bad if you removed the sheet metal from the ground[/quote]

Did the scouts you played against even used that sortcut ? If yes, how did you felt the impact of it ?
80
#80
refresh.tf
5 Frags +
lootCollaide
Would you mind telling me why you are not a fan of opening up balcony, or why you prefer it to be closed?

In my opinion you shouldn't be able to freely stand there and spam spire with less risk of getting caught out. On stock blands that spot is a bit of a splash deathtrap, but it's still rare to actually get frags unless your opponent overextends and does a dumb

Issue 2 is the ability for defenders to instantly clear left shutter/trash with even less effort than it took before

Issue 3 is the scout winger jump up there is a bit overpowered

I think it wouldn't be as bad if you removed the sheet metal from the ground

Issue 1 and 2 are the reasons I made the change... To make it easier to push out. Do you mean that the changed spawn times already do that, or do you think pushing out of the old badlands lobby is easy enough?

[quote=loot][quote=Collaide]

Would you mind telling me why you are not a fan of opening up balcony, or why you prefer it to be closed?[/quote]

In my opinion you shouldn't be able to freely stand there and spam spire with less risk of getting caught out. On stock blands that spot is a bit of a splash deathtrap, but it's still rare to actually get frags unless your opponent overextends and does a dumb

Issue 2 is the ability for defenders to instantly clear left shutter/trash with even less effort than it took before

Issue 3 is the scout winger jump up there is a bit overpowered

I think it wouldn't be as bad if you removed the sheet metal from the ground[/quote]

Issue 1 and 2 are the reasons I made the change... To make it easier to push out. Do you mean that the changed spawn times already do that, or do you think pushing out of the old badlands lobby is easy enough?
81
#81
-1 Frags +

I think the aperture is okay at giving a better chance at pushing out from balcony, in that sense i think that change does its job solidly and i'm all for it, but it also opens the possibility of a sniper really sitting really far back watching both choke and crater/trash at the same time.

Maybe making it so it's all the same as before but when the attacking team has 2nd, it opens balcony could work?

Since it would help for pushing out and would get rid of the sniper sightline and would allow attackers to move through trash without getting spammed from balcony as some teams did before.

I think the aperture is okay at giving a better chance at pushing out from balcony, in that sense i think that change does its job solidly and i'm all for it, but it also opens the possibility of a sniper really sitting really far back watching both choke and crater/trash at the same time.

Maybe making it so it's all the same as before but when the attacking team has 2nd, it opens balcony could work?

Since it would help for pushing out and would get rid of the sniper sightline and would allow attackers to move through trash without getting spammed from balcony as some teams did before.
82
#82
0 Frags +
CollaideWould you mind telling me why you are not a fan of opening up balcony, or why you prefer it to be closed?

Sniper can sit far back without any risk and watch both choke & trash, you would push to trash/resupply in order to avoid snipers and that wouldn't be possible anymore.

also remove both the scout spot and the tires.

[quote=Collaide]Would you mind telling me why you are not a fan of opening up balcony, or why you prefer it to be closed?[/quote]

Sniper can sit far back without any risk and watch both choke & trash, you would push to trash/resupply in order to avoid snipers and that wouldn't be possible anymore.

also remove both the scout spot and the tires.
83
#83
refresh.tf
0 Frags +
CaeliCollaideWould you mind telling me why you are not a fan of opening up balcony, or why you prefer it to be closed?
Sniper can sit far back without any risk and watch both choke & trash, you would push to trash/resupply in order to avoid snipers and that wouldn't be possible anymore.

also remove both the scout spot and the tires.

The sniper sightlines is a very good point. It is a good spot for sniping, I'm sure. But would you ever need to watch both choke and trash at the same time? Surely the enemies in trash already entered choke. I guess one could make the argument that it gives the snipers two shots at getting a frag which is also a fair point. What I wonder is if this spot truly will have the impact we are afraid of, or if it's merely a "good" spot. Could not also the Sniper get spammed out by a Solly? I don't know the answer but I think it is too early to rule this out. Maybe I could even find a way to better block the left side. maybe instead of opening it up so much I can make it an enclosed dropdown like the one in resupply, or perhaps as previously suggested, a door that opens once spire is capped by the attackers

As for the scout jump from trash, I have gotten a lot of negative feedback and I will probably remove it. However has anyone seen it in use yet? I would like to know the extent of its effectiveness.

Also, the tire, can you give me a reason/argument why it should be removed? I put it there to make it easier for scouts to access spire. (Maybe if they're too low for Boston basher jump, or they prefer a slight delay to the cap over the winger). This is a pretty small change but it seems controversial. I put it there so people could access spire more easily.

TL:DR

Sniper sightlines is good point
Maybe change instead of patching up

Is scout spot being used and effectively so?

Why is tire bad?

[quote=Caeli][quote=Collaide]Would you mind telling me why you are not a fan of opening up balcony, or why you prefer it to be closed?[/quote]

Sniper can sit far back without any risk and watch both choke & trash, you would push to trash/resupply in order to avoid snipers and that wouldn't be possible anymore.

also remove both the scout spot and the tires.[/quote]

The sniper sightlines is a very good point. It is a good spot for sniping, I'm sure. But would you ever need to watch both choke and trash at the same time? Surely the enemies in trash already entered choke. I guess one could make the argument that it gives the snipers two shots at getting a frag which is also a fair point. What I wonder is if this spot truly will have the impact we are afraid of, or if it's merely a "good" spot. Could not also the Sniper get spammed out by a Solly? I don't know the answer but I think it is too early to rule this out. Maybe I could even find a way to better block the left side. maybe instead of opening it up so much I can make it an enclosed dropdown like the one in resupply, or perhaps as previously suggested, a door that opens once spire is capped by the attackers

As for the scout jump from trash, I have gotten a lot of negative feedback and I will probably remove it. However has anyone seen it in use yet? I would like to know the extent of its effectiveness.

Also, the tire, can you give me a reason/argument why it should be removed? I put it there to make it easier for scouts to access spire. (Maybe if they're too low for Boston basher jump, or they prefer a slight delay to the cap over the winger). This is a pretty small change but it seems controversial. I put it there so people could access spire more easily.

[b]TL:DR[/b]

Sniper sightlines is good point
Maybe change instead of patching up

Is scout spot being used and effectively so?

Why is tire bad?
84
#84
3 Frags +
CollaideIs scout spot being used and effectively so?

i used in a dblmix to backcap as scout with the winger but i don't think it's hugely different from just hiding in the corner or behind the barrel

CollaideWhy is tire bad?

if you want to make it easier to push out of last leave it there. spire can be easy to hold if you deny captime and if a scout has to use the boston basher to get on it quick and eats some spam he has to drop

[quote=Collaide]Is scout spot being used and effectively so? [/quote]
i used in a dblmix to backcap as scout with the winger but i don't think it's hugely different from just hiding in the corner or behind the barrel

[quote=Collaide]Why is tire bad?[/quote]
if you want to make it easier to push out of last leave it there. spire can be easy to hold if you deny captime and if a scout has to use the boston basher to get on it quick and eats some spam he has to drop
85
#85
2 Frags +

make this official in etf2l NOW.

make this official in etf2l NOW.
86
#86
refresh.tf
3 Frags +

I will work on b2 version tonight, with bug fixes mostly. Anyone has any more bugfixes or feedback, postit here.

MAYBE I'll stream it

Dr_Spamoman

U should also read patch notes

I will work on b2 version tonight, with bug fixes mostly. Anyone has any more bugfixes or feedback, postit here.

MAYBE I'll stream it

[quote=Dr_Spamoman][/quote]

U should also read patch notes
87
#87
-1 Frags +

This is just something minor but can you remove collision with the 2 lamps that is at the top right in the roof on the first stair you jump up during rollout. It is annoying loosing speed by hitting the edge of the lamp during rollout. If your jump puts you in the situation to hit the side of the lamp it is a bad jump even if it did not have collision, but it having collision makes it even worse. I did it 2 times in the same scrim yesterday and it was the first time that has happened to me that i can remember.

This is just something minor but can you remove collision with the 2 lamps that is at the top right in the roof on the first stair you jump up during rollout. It is annoying loosing speed by hitting the edge of the lamp during rollout. If your jump puts you in the situation to hit the side of the lamp it is a bad jump even if it did not have collision, but it having collision makes it even worse. I did it 2 times in the same scrim yesterday and it was the first time that has happened to me that i can remember.
88
#88
0 Frags +

my bad.

my bad.
89
#89
4 Frags +
ritalinmy badlands wishlist is to change all stairs to ramps and remove train tracks on mid and generally replace all surfaces that eat rocket splash (if that bug still exists, it feels like it does but i might be wrong - can someone confirm?).

you should check the changes made so far before posting suggestions buddy

[quote=ritalin]my badlands wishlist is to change all stairs to ramps and remove train tracks on mid and generally replace all surfaces that eat rocket splash (if that bug still exists, it feels like it does but i might be wrong - can someone confirm?).[/quote]
you should check the changes made so far before posting suggestions buddy
90
#90
refresh.tf
13 Frags +

BETA 2 UPDATE!

Wanted to make more streamlining changes, and hopefully this version is way less controversial for leagues to play than beta 1.

cp_prolands_b1b -> cp_prolands_b2

(Dropbox) Download: https://www.dropbox.com/s/a03071yudm08sz7/cp_prolands_b2.zip?dl=0

SMOOTHING/FIXING SPLASH:
- Patched up holes in rooves. Mirrored rooves so they are the same on both sides of mid.This was done to get same gamplay inside and same spam angle above.
- Made minor adjustments to the blockbullets of the trains on mid.
- Blockbulleted concrete “step” in trash.
- Blockbulleted concrete “step” in choke.
- Blockbulleted concrete “step” in the main entrance to house from mid.
- Blockbulleted small stairs in house near haunter.
- Blockbulleted haunter due it it being possible to get caught on the tiny ledges when rocketjumping & jumping
- Changed clip brushes inside house to blockbullets. This should prevent rockets shot on the walls from getting eaten.
- Removed boxes close to the health kit on left balcony (defenders perspective) (NOT THE HIDING SPOT)
- Rock wall under dropdown is now a bit flatter to make it easier to jump into it from below.
- Clipping around dropdown is now a lot better. This should make it harder to get stuck on the concrete or on the metal.

BUG FIX:
- Fixed A LOT OF minor graphical errors.
- Corrected misses: Missed on making several props nonsolid.

GAMEPLAY CHANGES:
- Reverted the new opening on balcony, due to potential league/pug play. I want to reintroduce it in a later version though.

[h]BETA 2 UPDATE![/h]

Wanted to make more streamlining changes, and hopefully this version is way less controversial for leagues to play than beta 1.

cp_prolands_b1b -> cp_prolands_b2

(Dropbox) Download: https://www.dropbox.com/s/a03071yudm08sz7/cp_prolands_b2.zip?dl=0

[b]SMOOTHING/FIXING SPLASH:[/b]
- Patched up holes in rooves. Mirrored rooves so they are the same on both sides of mid.This was done to get same gamplay inside and same spam angle above.
- Made minor adjustments to the blockbullets of the trains on mid.
- Blockbulleted concrete “step” in trash.
- Blockbulleted concrete “step” in choke.
- Blockbulleted concrete “step” in the main entrance to house from mid.
- Blockbulleted small stairs in house near haunter.
- Blockbulleted haunter due it it being possible to get caught on the tiny ledges when rocketjumping & jumping
- Changed clip brushes inside house to blockbullets. This should prevent rockets shot on the walls from getting eaten.
- Removed boxes close to the health kit on left balcony (defenders perspective) (NOT THE HIDING SPOT)
- Rock wall under dropdown is now a bit flatter to make it easier to jump into it from below.
- Clipping around dropdown is now a lot better. This should make it harder to get stuck on the concrete or on the metal.

[b]BUG FIX:[/b]
- Fixed A LOT OF minor graphical errors.
- Corrected misses: Missed on making several props nonsolid.

[b]GAMEPLAY CHANGES:[/b]
- Reverted the new opening on balcony, due to potential league/pug play. I want to reintroduce it in a later version though.
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