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cp_prolands
91
#91
-3 Frags +

Very nice! Could you possibly work on spire clipping?

Very nice! Could you possibly work on spire clipping?
92
#92
5 Frags +

I mean, spire's a prop not geometry so clipping it would be an absolute bitch and end up with more bizarre rocket jump glitches than it'd be worth.

Prop means model, 3d models don't line up with hammer's grid (necessarily) and as such making brushes (that must conform to the grid at for sanity's/smoothness sake) fit them is not possible.

I mean, spire's a prop not geometry so clipping it would be an absolute bitch and end up with more bizarre rocket jump glitches than it'd be worth.

Prop means model, 3d models don't line up with hammer's grid (necessarily) and as such making brushes (that must conform to the grid at for sanity's/smoothness sake) fit them is not possible.
93
#93
1 Frags +
HyceI mean, spire's a prop not geometry so clipping it would be an absolute bitch and end up with more bizarre rocket jump glitches than it'd be worth.

Prop means model, 3d models don't line up with hammer's grid (necessarily) and as such making brushes (that must conform to the grid at for sanity's/smoothness sake) fit them is not possible.

sorry, don't know much about maps, i meant making spire more smooth so that my rockets dont hit things that it shouldnt

[quote=Hyce]I mean, spire's a prop not geometry so clipping it would be an absolute bitch and end up with more bizarre rocket jump glitches than it'd be worth.

Prop means model, 3d models don't line up with hammer's grid (necessarily) and as such making brushes (that must conform to the grid at for sanity's/smoothness sake) fit them is not possible.[/quote]
sorry, don't know much about maps, i meant making spire more smooth so that my rockets dont hit things that it shouldnt
94
#94
5 Frags +

i might be mistaken but didn't oihguv sucks mge make the spire a bit more smooth/less buggy?

i might be mistaken but didn't oihguv sucks mge make the spire a bit more smooth/less buggy?
95
#95
0 Frags +
bearodactyli might be mistaken but didn't oihguv sucks mge make the spire a bit more smooth/less buggy?

if it did, then couldn't the spire just be copied and pasted, then the necessary changes made to make it the b1b spire?

[quote=bearodactyl]i might be mistaken but didn't oihguv sucks mge make the spire a bit more smooth/less buggy?[/quote]
if it did, then couldn't the spire just be copied and pasted, then the necessary changes made to make it the b1b spire?
96
#96
refresh.tf
0 Frags +
bearodactyli might be mistaken but didn't oihguv sucks mge make the spire a bit more smooth/less buggy?

Oihguv didn't make it better in my opinion. On that version on spire you get stuck when you try to walk up towards the plank. Furthermore, on that spire there are several spots where stickies can be completely hidden, which is pretty much a disaster for competitive play.

Having said this, it would need some precise tinkering to make the current spire better, which is why I haven't done it yet - it is a lot of work for little gain.

[quote=bearodactyl]i might be mistaken but didn't oihguv sucks mge make the spire a bit more smooth/less buggy?[/quote]
Oihguv didn't make it better in my opinion. On that version on spire you get stuck when you try to walk up towards the plank. Furthermore, on that spire there are several spots where stickies can be completely hidden, which is pretty much a disaster for competitive play.

Having said this, it would need some precise tinkering to make the current spire better, which is why I haven't done it yet - it is a lot of work for little gain.
97
#97
7 Frags +
phobiawhat is haunter

https://www.youtube.com/watch?v=4dkXxvWxzMA

[quote=phobia]what is haunter[/quote]
https://www.youtube.com/watch?v=4dkXxvWxzMA
98
#98
match.tf
0 Frags +

Perhaps you could try to replace spire prop with displacement spire. Or turn the spire into non-solid prop and create a collision brush out of blockbullets.

Perhaps you could try to replace spire prop with displacement spire. Or turn the spire into non-solid prop and create a collision brush out of blockbullets.
99
#99
refresh.tf
0 Frags +
200Perhaps you could try to replace spire prop with displacement spire. Or turn the spire into non-solid prop and create a collision brush out of blockbullets.

It is the already existing blockbullets which are visually inconsistent.
As for displacements, no thanks.

[quote=200]Perhaps you could try to replace spire prop with displacement spire. Or turn the spire into non-solid prop and create a collision brush out of blockbullets.[/quote]
It is the already existing blockbullets which are visually inconsistent.
As for displacements, no thanks.
100
#100
7 Frags +

Pugchamp when?

Pugchamp when?
101
#101
refresh.tf
5 Frags +
EemesPugchamp when?

Messaged them (admins) about it, no answer yet.

[quote=Eemes]Pugchamp when?[/quote]
Messaged them (admins) about it, no answer yet.
102
#102
-5 Frags +

25 second respawns when defending last is way too long tbh

25 second respawns when defending last is way too long tbh
103
#103
refresh.tf
6 Frags +
Sentinel25 second respawns when defending last is way too long tbh

Please read before you post. This was in the OP:

Collaide- The team attacking spire on other side if the map now has 3 seconds longer respawn than they used to. The opposite team has 2 seconds shorter respawn time. This makes their respawn timers equal, at -2.
[quote=Sentinel]25 second respawns when defending last is way too long tbh[/quote]
Please read before you post. This was in the OP:
[quote=Collaide]- The team attacking spire on other side if the map now has 3 seconds longer respawn than they used to. The opposite team has 2 seconds shorter respawn time. This makes their respawn timers equal, at -2.[/quote]
104
#104
refresh.tf
12 Frags +

BETA 2 FIX!

(Dropbox) Download: https://www.dropbox.com/s/2he67vg32zqq62h/cp_prolands_b2a.zip?dl=0

cp_prolands_b2 -> cp_prolands_b2a

BUG FIX:
- Fixed spiderwebs in BLU house being solid. It was a bug where the spiderweb was not correctly set up.

SMOOTHING/FIXING SPLASH:
- Made blockbullets in haunter better
- Blockbulleted floor on balcony so you don’t get stuck on the tiny wooden ledges if you jump

[h]BETA 2 FIX![/h]

(Dropbox) Download: https://www.dropbox.com/s/2he67vg32zqq62h/cp_prolands_b2a.zip?dl=0

cp_prolands_b2 -> cp_prolands_b2a

[b]BUG FIX:[/b]
- Fixed spiderwebs in BLU house being solid. It was a bug where the spiderweb was not correctly set up.

[b]SMOOTHING/FIXING SPLASH:[/b]
- Made blockbullets in haunter better
- Blockbulleted floor on balcony so you don’t get stuck on the tiny wooden ledges if you jump
105
#105
5 Frags +

too late to include in the cup??

btw the prolands cup will be streamed on https://www.twitch.tv/essentialstf

too late to include in the cup??

btw the prolands cup will be streamed on https://www.twitch.tv/essentialstf
106
#106
refresh.tf
6 Frags +
gemmtoo late to include in the cup??

btw the prolands cup will be streamed on https://www.twitch.tv/essentialstf

Spoke to admins, this version will be optional for tonight and it'll be enforced tomorrow.

[quote=gemm]too late to include in the cup??

btw the prolands cup will be streamed on https://www.twitch.tv/essentialstf[/quote]
Spoke to admins, this version will be optional for tonight and it'll be enforced tomorrow.
107
#107
3 Frags +

can you add all of the little invisible ledges that you used to be able to stand on on spire back please? it would make it much easier to navigate spire

can you add all of the little invisible ledges that you used to be able to stand on on spire back please? it would make it much easier to navigate spire
108
#108
refresh.tf
4 Frags +
YeeHawcan you add all of the little invisible ledges that you used to be able to stand on on spire back please? it would make it much easier to navigate spire

I don't think they do anything other than just a dumb flank route or a safe spot to get arrowed from, but if the demand/consensus is large enough I can do it.

[quote=YeeHaw]can you add all of the little invisible ledges that you used to be able to stand on on spire back please? it would make it much easier to navigate spire[/quote]
I don't think they do anything other than just a dumb flank route or a safe spot to get arrowed from, but if the demand/consensus is large enough I can do it.
109
#109
Chief Video Editor
25 Frags +

Just make sure that everything you can stand on is actually visible.

edit: Also add an attack helicopter to spire pls

Just make sure that everything you can stand on is actually visible.

edit: Also add an attack helicopter to spire pls
110
#110
4 Frags +

bit disappointed the latest version for this cup is basically clipping changes and spawn times

would have been better to have this be one of the more drastic versions to see more of what worked and what didnt

bit disappointed the latest version for this cup is basically clipping changes and spawn times

would have been better to have this be one of the more drastic versions to see more of what worked and what didnt
111
#111
-11 Frags +
gemmbit disappointed the latest version for this cup is basically clipping changes and spawn times

would have been better to have this be one of the more drastic versions to see more of what worked and what didnt

I can't tell if this is sarcastic or not, but if you're being serious with that, why would badlands need to have any drastic changes, the map has been played in 6s forever now, it only needed mostly minor changes. Experimenting with a map isn't going to help it become a better map for 6s. And I say for 6s cause, this map is a pro version of badlands, as in, it's meant for competitive. And if it had worked just fine without the changes that Collaide here just made, then the map works just fine with the changes he's been making. It doesn't need anything drastic, and it really shouldn't have any made to it.

[quote=gemm]bit disappointed the latest version for this cup is basically clipping changes and spawn times

would have been better to have this be one of the more drastic versions to see more of what worked and what didnt[/quote]

I can't tell if this is sarcastic or not, but if you're being serious with that, why would badlands need to have any drastic changes, the map has been played in 6s forever now, it only needed mostly minor changes. Experimenting with a map isn't going to help it become a better map for 6s. And I say for 6s cause, this map is a pro version of badlands, as in, it's meant for competitive. And if it had worked just fine without the changes that Collaide here just made, then the map works just fine with the changes he's been making. It doesn't need anything drastic, and it really shouldn't have any made to it.
112
#112
14 Frags +
zaboomafoogemmbit disappointed the latest version for this cup is basically clipping changes and spawn times

would have been better to have this be one of the more drastic versions to see more of what worked and what didnt

I can't tell if this is sarcastic or not, but if you're being serious with that, why would badlands need to have any drastic changes, the map has been played in 6s forever now, it only needed mostly minor changes. Experimenting with a map isn't going to help it become a better map for 6s. And I say for 6s cause, this map is a pro version of badlands, as in, it's meant for competitive. And if it had worked just fine without the changes that Collaide here just made, then the map works just fine with the changes he's been making. It doesn't need anything drastic, and it really shouldn't have any made to it.

badlands is the only valve map left in the pool and has only had minor changes since valve released the game and 6s wasn't even considered as a thing, of course it can be improved

badlands is probably the most unique 5cp map because of this, which is good, but it also means it plays a bit weird. it would be nice to properly test some ways of making last both easier to push and easier to push out of

note that i said MORE drastic. i'd call opening up balc, which was in the original version of this map, a fairly drastic change.

also "Experimenting with a map isn't going to help it become a better map for 6s", what??

[quote=zaboomafoo][quote=gemm]bit disappointed the latest version for this cup is basically clipping changes and spawn times

would have been better to have this be one of the more drastic versions to see more of what worked and what didnt[/quote]

I can't tell if this is sarcastic or not, but if you're being serious with that, why would badlands need to have any drastic changes, the map has been played in 6s forever now, it only needed mostly minor changes. Experimenting with a map isn't going to help it become a better map for 6s. And I say for 6s cause, this map is a pro version of badlands, as in, it's meant for competitive. And if it had worked just fine without the changes that Collaide here just made, then the map works just fine with the changes he's been making. It doesn't need anything drastic, and it really shouldn't have any made to it.[/quote]

badlands is the only valve map left in the pool and has only had minor changes since valve released the game and 6s wasn't even considered as a thing, of course it can be improved

badlands is probably the most unique 5cp map because of this, which is good, but it also means it plays a bit weird. it would be nice to properly test some ways of making last both easier to push and easier to push out of

note that i said MORE drastic. i'd call opening up balc, which was in the original version of this map, a fairly drastic change.

also "Experimenting with a map isn't going to help it become a better map for 6s", what??
113
#113
-3 Frags +

"The lamp commonly used for backcaps in lobby is not a hiding spot anymore. However, I added a more obvious to the eye, spot you can stand on, which is easier for the defending team to check"

I want to die

"The lamp commonly used for backcaps in lobby is not a hiding spot anymore. However, I added a more obvious to the eye, spot you can stand on, which is easier for the defending team to check"

I want to die
114
#114
refresh.tf
22 Frags +
scope"The lamp commonly used for backcaps in lobby is not a hiding spot anymore. However, I added a more obvious to the eye, spot you can stand on, which is easier for the defending team to check"

I want to die

Hello we at TFTV are happy for your feedback, thank you come again.

[quote=scope]"The lamp commonly used for backcaps in lobby is not a hiding spot anymore. However, I added a more obvious to the eye, spot you can stand on, which is easier for the defending team to check"

I want to die[/quote]
Hello we at TFTV are happy for your feedback, thank you come again.
115
#115
-11 Frags +
Collaidescope"The lamp commonly used for backcaps in lobby is not a hiding spot anymore. However, I added a more obvious to the eye, spot you can stand on, which is easier for the defending team to check"

I want to die
Hello we at TFTV are happy for your feedback, thank you come again.

xd

[quote=Collaide][quote=scope]"The lamp commonly used for backcaps in lobby is not a hiding spot anymore. However, I added a more obvious to the eye, spot you can stand on, which is easier for the defending team to check"

I want to die[/quote]
Hello we at TFTV are happy for your feedback, thank you come again.[/quote]
xd
116
#116
2 Frags +

please update OP with b2a

please update OP with b2a
117
#117
10 Frags +

Main issue with OG badlands is the respawn times when pushing out of last are far too short for the enemy team encouraging and promoting the defending team to turtle up and not push on smaller advantages, therefore fixing this and some minor clipping issues would be a big improvement on anything.

Main issue with OG badlands is the respawn times when pushing out of last are far too short for the enemy team encouraging and promoting the defending team to turtle up and not push on smaller advantages, therefore fixing this and some minor clipping issues would be a big improvement on anything.
118
#118
8 Frags +

Played this a few times on freakpugs. I haven't read through every change, but everything I've noticed seems to be a definite upgrade over stock badlands. Very enjoyable map to play. Thanks for your work Collaide!

Played this a few times on freakpugs. I haven't read through every change, but everything I've noticed seems to be a definite upgrade over stock badlands. Very enjoyable map to play. Thanks for your work Collaide!
119
#119
-5 Frags +
gemm
badlands is the only valve map left in the pool and has only had minor changes since valve released the game and 6s wasn't even considered as a thing, of course it can be improved

badlands is probably the most unique 5cp map because of this, which is good, but it also means it plays a bit weird. it would be nice to properly test some ways of making last both easier to push and easier to push out of

note that i said MORE drastic. i'd call opening up balc, which was in the original version of this map, a fairly drastic change.

also "Experimenting with a map isn't going to help it become a better map for 6s", what??

I thought I had responded to this, guess my post didn't come through, but when you said that you wanted to experiment more with the map, and make drastic changes, you didn't specify what you meant by drastic changes cause I interpreted it as like making drastic changes to anything or everything about the map which would be unnecessary of course. But since you're talking about things like last, where there are definitely some significant problems, then yes I do agree that there should be some drastic changes made there.

[quote=gemm]

badlands is the only valve map left in the pool and has only had minor changes since valve released the game and 6s wasn't even considered as a thing, of course it can be improved

badlands is probably the most unique 5cp map because of this, which is good, but it also means it plays a bit weird. it would be nice to properly test some ways of making last both easier to push and easier to push out of

note that i said MORE drastic. i'd call opening up balc, which was in the original version of this map, a fairly drastic change.

also "Experimenting with a map isn't going to help it become a better map for 6s", what??[/quote]
I thought I had responded to this, guess my post didn't come through, but when you said that you wanted to experiment more with the map, and make drastic changes, you didn't specify what you meant by drastic changes cause I interpreted it as like making drastic changes to anything or everything about the map which would be unnecessary of course. But since you're talking about things like last, where there are definitely some significant problems, then yes I do agree that there should be some drastic changes made there.
120
#120
refresh.tf
3 Frags +
zaboomafooI thought I had responded to this, guess my post didn't come through, but when you said that you wanted to experiment more with the map, and make drastic changes, you didn't specify what you meant by drastic changes cause I interpreted it as like making drastic changes to anything or everything about the map which would be unnecessary of course. But since you're talking about things like last, where there are definitely some significant problems, then yes I do agree that there should be some drastic changes made there.CollaideA lot of changes can be patched up fairly quickly, meaning that trying a feature out doesn’t necessarily make it permanent.
[quote=zaboomafoo]I thought I had responded to this, guess my post didn't come through, but when you said that you wanted to experiment more with the map, and make drastic changes, you didn't specify what you meant by drastic changes cause I interpreted it as like making drastic changes to anything or everything about the map which would be unnecessary of course. But since you're talking about things like last, where there are definitely some significant problems, then yes I do agree that there should be some drastic changes made there.[/quote]
[quote=Collaide]A lot of changes can be patched up fairly quickly, meaning that trying a feature out doesn’t necessarily make it permanent.[/quote]
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