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cp_logjam (5CP)
451
#451
-2 Frags +

I havent played the old cave flank in a while but if i remember correctly the size of it made it hard to use
the new smaller cave is probably better
edit: im talking more about the size of the cave, not the entrances/exits of it
also the cap time in last was made longer at some point and i think its excessively long in rc5

I havent played the old cave flank in a while but if i remember correctly the size of it made it hard to use
the new smaller cave is probably better
edit: im talking more about the size of the cave, not the entrances/exits of it
also the cap time in last was made longer at some point and i think its excessively long in rc5
452
#452
2 Frags +
sageI havent played the old cave flank in a while but if i remember correctly the size of it made it hard to use
the new smaller cave is probably better

The smaller cave is too close to the main choke in my opinion. Having the entrance deeper into 2nd makes the defending team have to split their attention and force rotates, making pushing much smoother and more dynamic.

[quote=sage]I havent played the old cave flank in a while but if i remember correctly the size of it made it hard to use
the new smaller cave is probably better[/quote]
The smaller cave is too close to the main choke in my opinion. Having the entrance deeper into 2nd makes the defending team have to split their attention and force rotates, making pushing much smoother and more dynamic.
453
#453
2 Frags +

Up for trying it

Up for trying it
454
#454
7 Frags +

Ran into about a billion problems with the map compiling (joy oh joy) but it's almost ready for a test version. Probably have it uploaded later tonight (GMT -8:00 / pacific time) for testing tomorrow I suppose.

Ran into about a billion problems with the map compiling (joy oh joy) but it's almost ready for a test version. Probably have it uploaded later tonight (GMT -8:00 / pacific time) for testing tomorrow I suppose.
455
#455
11 Frags +

Alright, after a billion + 1 problems later... here it is, "new" logjam, cp_logjam_mix1

Features:
- RC2a last, lobby, saw, main choke
- Most of RC2a's detailing throughout the map (I backdated RC2a structure wise to meet B19 overall)
- B19's cave, logroom, upper lobby exit, 2nd point, middle point

Note: I'm not considering this to be RC anymore. I basically got the map functioning and it still has a fair amount of detail, which is good. But there's Z fighting here and there, light leaking through displacements, a couple broken textures, etc. I'll fix that if the layout works out, there's nothing gamebreaking in there at the moment.

Download: https://www.dropbox.com/s/94x90956o6t8pd7/cp_logjam_mix1.bsp?dl=0

Lots of screenshots here: https://imgur.com/a/mRyre

Main screenshots:

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

https://i.imgur.com/zrblMZ6.jpg

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

https://i.imgur.com/bBj5xqh.jpg

https://i.imgur.com/Srq93gC.jpg

Anyhoo, feel free to post any questions, feedback, etc. here as always or feel free to add me on steam. (username is Hyce777).

Alright, after a billion + 1 problems later... here it is, "new" logjam, cp_logjam_mix1

Features:
- RC2a last, lobby, saw, main choke
- Most of RC2a's detailing throughout the map (I backdated RC2a structure wise to meet B19 overall)
- B19's cave, logroom, upper lobby exit, 2nd point, middle point

Note: I'm not considering this to be RC anymore. I basically got the map functioning and it still has a fair amount of detail, which is good. But there's Z fighting here and there, light leaking through displacements, a couple broken textures, etc. I'll fix that if the layout works out, there's nothing gamebreaking in there at the moment.

[b]Download:[/b] https://www.dropbox.com/s/94x90956o6t8pd7/cp_logjam_mix1.bsp?dl=0

[b]Lots of screenshots here:[/b] https://imgur.com/a/mRyre

Main screenshots:
[img]https://i.imgur.com/eiLyUgR.jpg[/img]
[img]https://i.imgur.com/zrblMZ6.jpg[/img]
[img]https://i.imgur.com/CTdGqIp.jpg[/img]
[img]https://i.imgur.com/bBj5xqh.jpg[/img]
[img]https://i.imgur.com/Srq93gC.jpg[/img]

Anyhoo, feel free to post any questions, feedback, etc. here as always or feel free to add me on steam. (username is Hyce777).
456
#456
12 Frags +

wow, that was incredibly quick! Can't wait to try it tomorrow. Only thing I noticed by looking at it is how the little wooden planks that go up onto mid point are missing.

Thank you so much for putting this together so quickly!

wow, that was incredibly quick! Can't wait to try it tomorrow. Only thing I noticed by looking at it is how the little wooden planks that go up onto mid point are missing.

Thank you so much for putting this together so quickly!
457
#457
6 Frags +
SirCupcakewow, that was incredibly quick! Can't wait to try it tomorrow. Only thing I noticed by looking at it is how the little wooden planks that go up onto mid point are missing.

Thank you so much for putting this together so quickly!

I seemed to recall someone said get rid of them, but I wouldn't be shocked if that wasn't the opinion of everyone. Easy fix if you guys want that added.

And sure thing. I have 1/2 the week off from work at this point, so if you guys want something done early week I can do it fo sho.

[quote=SirCupcake]wow, that was incredibly quick! Can't wait to try it tomorrow. Only thing I noticed by looking at it is how the little wooden planks that go up onto mid point are missing.

Thank you so much for putting this together so quickly![/quote]

I seemed to recall someone said get rid of them, but I wouldn't be shocked if that wasn't the opinion of everyone. Easy fix if you guys want that added.

And sure thing. I have 1/2 the week off from work at this point, so if you guys want something done early week I can do it fo sho.
458
#458
8 Frags +

5am bump, any chance of this being playtested to be used in s31? I just had a run around on the newest version and really want to try it out in an actual 6v6 game.

5am bump, any chance of this being playtested to be used in s31? I just had a run around on the newest version and really want to try it out in an actual 6v6 game.
459
#459
7 Frags +

Haven't heard anything about this map in the 4 months the thread has been dull until tonight - sounds like Cupcake and co. has some feedback for me, I guess we're going to get a new mix version ready for i63 and see what goes from there.

I'm right there with ya... I would love to see this in an actual 6v6 game too. Been the dream all... 5 years almost now? Christ.

Haven't heard anything about this map in the 4 months the thread has been dull until tonight - sounds like Cupcake and co. has some feedback for me, I guess we're going to get a new mix version ready for i63 and see what goes from there.

I'm right there with ya... I would love to see this in an actual 6v6 game too. Been the dream all... 5 years almost now? Christ.
460
#460
9 Frags +

yeah i'd love to see this playtested again

yeah i'd love to see this playtested again
461
#461
11 Frags +

if we can playtest cardinal in a season we can definitely playtest logjam surely

if we can playtest cardinal in a season we can definitely playtest logjam surely
462
#462
9 Frags +

I surely prefer logjam over cardinal

I surely prefer logjam over cardinal
463
#463
3 Frags +

/

/
464
#464
9 Frags +

Alright folks!

New test version available now.

cp_logjam_mix3: https://www.dropbox.com/s/0hszj6tn88j4lcb/cp_logjam_mix3.bsp?dl=0

No pics yet - changes from mix1:

- added back the planks and rocks up to mid point ala b19
- removed the building around the upper exit from lobby and added b11's arch back
- changed the exit from saw to 2nd so that it's straight out of saw instead of left 90 degrees
- removed some fences and crates on mid to remove ability for all classes to get on top of house and open up chokes
- removed ghost clipping in lobby

Alright folks!

New test version available now.

cp_logjam_mix3: https://www.dropbox.com/s/0hszj6tn88j4lcb/cp_logjam_mix3.bsp?dl=0

No pics yet - changes from mix1:

- added back the planks and rocks up to mid point ala b19
- removed the building around the upper exit from lobby and added b11's arch back
- changed the exit from saw to 2nd so that it's straight out of saw instead of left 90 degrees
- removed some fences and crates on mid to remove ability for all classes to get on top of house and open up chokes
- removed ghost clipping in lobby
465
#465
4 Frags +

The map looks good and feels good, but I have few questions because I am not too familiar with previous versions of this map.
Is it intended to be able to stand above this door as some other ledges etc. are not "standable"
https://imgur.com/3FpDXpT

On lobby, at the left side from the attacker's perspective, this ledge through the whole room is "inconsistent", you can stand on most of the ledge, but in the end it sort of stops and you are not able to stand on it. Is this intended as well?
https://imgur.com/Av070SR
https://imgur.com/YjeJcPh

The map looks good and feels good, but I have few questions because I am not too familiar with previous versions of this map.
Is it intended to be able to stand above this door as some other ledges etc. are not "standable"
https://imgur.com/3FpDXpT

On lobby, at the left side from the attacker's perspective, this ledge through the whole room is "inconsistent", you can stand on most of the ledge, but in the end it sort of stops and you are not able to stand on it. Is this intended as well?
https://imgur.com/Av070SR
https://imgur.com/YjeJcPh
466
#466
6 Frags +

Nope, none of that is intended. Part of the fun of decompiling old versions of the map I don't have and making sure everything lines up. I'll have to go through and adjust the clipbrushes - good catches.

Nope, none of that is intended. Part of the fun of decompiling old versions of the map I don't have and making sure everything lines up. I'll have to go through and adjust the clipbrushes - good catches.
467
#467
19 Frags +

Huge thanks to Ozfortress for running Logjam this season!

They are running version cp_logjam_rc5, which is available here: https://tf2maps.net/downloads/cp_logjam.3835/

It's only literally a year old... lol. Let me know what you guys think!

Huge thanks to Ozfortress for running Logjam this season!

They are running version cp_logjam_rc5, which is available here: https://tf2maps.net/downloads/cp_logjam.3835/

It's only literally a year old... lol. Let me know what you guys think!
468
#468
14 Frags +

Logjam getting back in the news means it felt to be the appropriate time to toss more science mapping ideas at the wall and see what sticks, as God and Cave Johnson intended.

Here's cp_logjam_rc6pre1: https://tf2maps.net/downloads/cp_logjam.3835/history (you can also grab the current version being used in Ozfortress this season - RC5 - at this link)

Changes:

- Replaced the box stairs @ 2nd with a ramp.
- Lowered the main lobby exit onto 2nd's door height to remove a silly sightline when crouched.
- Removed the blast barricade prop in lobby to give more space, less splashbug. Added a small wall on height to mimick it's sightline blocking.
- Added a window out of upper left exit of last to gain height onto point.
- Moved forward spawns at 2nd back up into the lobby building's structure.
- Removed the bigass wall from last.
- Added high ground on the right side of last (defender's perspective)
- Added a raised walkway around last cap point

Screens:

https://i.imgur.com/Q09lu2n.jpg

https://i.imgur.com/Dl3CQth.jpg

That room is probably too dark but it's just a concept at the moment... will fix later

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

https://i.imgur.com/v0f5W2b.jpg

https://i.imgur.com/ldA6CVv.jpg

Logjam getting back in the news means it felt to be the appropriate time to toss more [s]science[/s] mapping ideas at the wall and see what sticks, as God and Cave Johnson intended.

Here's cp_logjam_rc6pre1: https://tf2maps.net/downloads/cp_logjam.3835/history (you can also grab the current version being used in Ozfortress this season - RC5 - at this link)

Changes:

- Replaced the box stairs @ 2nd with a ramp.
- Lowered the main lobby exit onto 2nd's door height to remove a silly sightline when crouched.
- Removed the blast barricade prop in lobby to give more space, less splashbug. Added a small wall on height to mimick it's sightline blocking.
- Added a window out of upper left exit of last to gain height onto point.
- Moved forward spawns at 2nd back up into the lobby building's structure.
- Removed the bigass wall from last.
- Added high ground on the right side of last (defender's perspective)
- Added a raised walkway around last cap point

Screens:
[img]https://i.imgur.com/Q09lu2n.jpg[/img]
[img]https://i.imgur.com/Dl3CQth.jpg[/img]
That room is probably too dark but it's just a concept at the moment... will fix later
[img]https://i.imgur.com/CIeNAzn.jpg[/img]
[img]https://i.imgur.com/v0f5W2b.jpg[/img]
[img]https://i.imgur.com/ldA6CVv.jpg[/img]
469
#469
2 Frags +

I don't know if it's deliberate but I love that the roof on cave is missing, you can do some cool shit with stickys from there. I had a jump around and the map itself is really fun, though the actual ramp up to choke kinda seems really steep but without playtesting it could be fine. I like the dropdown being added on left lobby too, it could just end up as one more place for people to hide but I'd like to see a few real games on the map.

Also props to ozfortress for including the map (even if it's an old version), shame etf2l aren't doing the same, it's clear people like the map and Hyce is willing to work on it to make it work.

I don't know if it's deliberate but I love that the roof on cave is missing, you can do some cool shit with stickys from there. I had a jump around and the map itself is really fun, though the actual ramp up to choke kinda seems really steep but without playtesting it could be fine. I like the dropdown being added on left lobby too, it could just end up as one more place for people to hide but I'd like to see a few real games on the map.

Also props to ozfortress for including the map (even if it's an old version), shame etf2l aren't doing the same, it's clear people like the map and Hyce is willing to work on it to make it work.
470
#470
2 Frags +

Hopefully you don't mean the building section of the cave flank, which is supposed to have a roof - otherwise, yes "cave" has been roofless for a number of versions.

Choke has been that way for a looooong time, haha. I do need to properly clip it (the middle chunk of it is a "true ramp" that you can slide off of, etc. but it's not quite big enough, makes jumps seem inconsistent here and there) but otherwise it's been OK.

The dropdown needs tweaks as is, but was definitely designed to be a very easily spammable and visible location. If you're going to be there, if they don't pay attention, you can win; but if they are paying attention, you eat spam.

I am bummed that ETF2L and ESEA both haven't given it a shot - but stoked to see what Ozfortress brings.

Hopefully you don't mean the building section of the cave flank, which is supposed to have a roof - otherwise, yes "cave" has been roofless for a number of versions.

Choke has been that way for a looooong time, haha. I do need to properly clip it (the middle chunk of it is a "true ramp" that you can slide off of, etc. but it's not quite big enough, makes jumps seem inconsistent here and there) but otherwise it's been OK.

The dropdown needs tweaks as is, but was definitely designed to be a very easily spammable and visible location. If you're going to be there, if they don't pay attention, you can win; but if they are paying attention, you eat spam.

I am bummed that ETF2L and ESEA both haven't given it a shot - but stoked to see what Ozfortress brings.
471
#471
11 Frags +

cp_logjam_rc6pre2: https://tf2maps.net/downloads/cp_logjam.3835/history

- Disabled collision on a chimney above choke to remove the hilarious roamer spot.
- Lowered the main lobby exit some more to further mitigate sightlines
- Adjusted location of health/ammo on 2nd to space it further from lobby.
- Removed ghost clipping and a floating block in lobby
- Fixed a glitched out areaportal in the roof of lobby.
- Adjusted a cliff wall in cave that fixed a sightline to lobby.
- Removed glass from the last point tube.
- Lowered the window out of lobby to 2nd and adjusted the roof line to make it easier to get up to.
- Added a fence on the ramp by 2nd's battlements to remove sightlines from forward spawn.
- Added a box at last and adjusted the walls in lobby to mitigate the sightline from spawn door to lobby when pushing in on the right side of last.

https://i.imgur.com/TnCK79O.jpg

https://i.imgur.com/YA1eEty.jpg

https://i.imgur.com/FLuY5z3.jpg

https://i.imgur.com/rnav8iQ.jpg

https://i.imgur.com/ZH6xVxJ.jpg

https://i.imgur.com/oNqjJS9.jpg

cp_logjam_rc6pre2: https://tf2maps.net/downloads/cp_logjam.3835/history

- Disabled collision on a chimney above choke to remove the hilarious roamer spot.
- Lowered the main lobby exit some more to further mitigate sightlines
- Adjusted location of health/ammo on 2nd to space it further from lobby.
- Removed ghost clipping and a floating block in lobby
- Fixed a glitched out areaportal in the roof of lobby.
- Adjusted a cliff wall in cave that fixed a sightline to lobby.
- Removed glass from the last point tube.
- Lowered the window out of lobby to 2nd and adjusted the roof line to make it easier to get up to.
- Added a fence on the ramp by 2nd's battlements to remove sightlines from forward spawn.
- Added a box at last and adjusted the walls in lobby to mitigate the sightline from spawn door to lobby when pushing in on the right side of last.

[img]https://i.imgur.com/TnCK79O.jpg[/img]
[img]https://i.imgur.com/YA1eEty.jpg[/img]
[img]https://i.imgur.com/FLuY5z3.jpg[/img]
[img]https://i.imgur.com/rnav8iQ.jpg[/img]
[img]https://i.imgur.com/ZH6xVxJ.jpg[/img]
[img]https://i.imgur.com/oNqjJS9.jpg[/img]
472
#472
1 Frags +

is there a reason the metal floor at red's last is blue and has been blue for several years straight lmao

is there a reason the metal floor at red's last is blue and has been blue for several years straight lmao
473
#473
4 Frags +

Probably because it got copied over in one of the many large revisions (delete half of the map, copy and paste the other half, re-texture) and did not get re-textured because I missed / forgot it, and then no one ever brought it up and I never remembered to change it or noticed that it was blue at all.... lol.

Added to my list...

Probably because it got copied over in one of the many large revisions (delete half of the map, copy and paste the other half, re-texture) and did not get re-textured because I missed / forgot it, and then no one ever brought it up and I never remembered to change it or noticed that it was blue at all.... lol.

Added to my list...
474
#474
6 Frags +

Actually no, I just figured it out while I'm working on RC6pre3...

This is what I see in hammer:

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

There's a big blockbullets brush that covers that section of floor (so no bullets get lost through the grating or over any of the slight detail floor transitions / splashbug etc) so I don't ever see it, then I hardly actually play it in game....

More on rc6pre3 and rc5f coming later...

Actually no, I just figured it out while I'm working on RC6pre3...

This is what I see in hammer:

[img]https://i.imgur.com/QXerSyP.jpg[/img]

There's a big blockbullets brush that covers that section of floor (so no bullets get lost through the grating or over any of the slight detail floor transitions / splashbug etc) so I don't ever see it, then I hardly actually play it in game....

More on rc6pre3 and rc5f coming later...
475
#475
9 Frags +

cp_logjam_rc6pre3:

Download links for all versions: https://tf2maps.net/downloads/cp_logjam.3835/history

pre2-pre3 changes:
- Moved the arch that starts cave back towards mid itself to allow better bombs out of cave
- Changed the sightline blocker at last to be a concrete slab instead of a clutter of boxes
- Changed a texture at red last
- Changed other textures and signs that were for the wrong team on the wrong side.......
- Adjusted lots of clipping
- Detailed cave a little bit more - not perfect, but less "oh there's just a wall there"

For you OZFORTRESS type people - I have cp_logjam_rc5f in the works - doing lots of clip fixes. Let me know if you find anymore stupid clip spots or things that need smoothing over and I will have it ready for the season if they'll let me swap versions - no level design changes, just QOL stuff.

rc6pre3 screens:

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

https://i.imgur.com/ad02z8Q.jpg

https://i.imgur.com/O1LJ4jH.jpg

https://i.imgur.com/zKWM66p.jpg

https://i.imgur.com/MPfr6y5.jpg

https://i.imgur.com/nV0M3Uv.jpg

cp_logjam_rc6pre3:

Download links for all versions: https://tf2maps.net/downloads/cp_logjam.3835/history

pre2-pre3 changes:
- Moved the arch that starts cave back towards mid itself to allow better bombs out of cave
- Changed the sightline blocker at last to be a concrete slab instead of a clutter of boxes
- Changed a texture at red last
- Changed other textures and signs that were for the wrong team on the wrong side.......
- Adjusted lots of clipping
- Detailed cave a little bit more - not perfect, but less "oh there's just a wall there"

For you [b]OZFORTRESS[/b] type people - I have [b]cp_logjam_rc5f[/b] in the works - doing lots of clip fixes. Let me know if you find anymore stupid clip spots or things that need smoothing over and I will have it ready for the season if they'll let me swap versions - no level design changes, just QOL stuff.

rc6pre3 screens:

[img]https://i.imgur.com/DrKkfmI.jpg[/img]
[img]https://i.imgur.com/ad02z8Q.jpg[/img]
[img]https://i.imgur.com/O1LJ4jH.jpg[/img]
[img]https://i.imgur.com/zKWM66p.jpg[/img]
[img]https://i.imgur.com/MPfr6y5.jpg[/img]
[img]https://i.imgur.com/nV0M3Uv.jpg[/img]
476
#476
10 Frags +

cp_logjam_rc6

Download for all versions: https://tf2maps.net/downloads/cp_logjam.3835/history

Changes from rc6pre3:

Show Content
- Made the forward spawns at 2nd door open up instead of down.
- Fixed a number of cracks in the cliffs.
- Replaced ramps in logroom and in lobby with stairs (they are still clipped / block bulleted like ramps)
- Detailed lobby and cave a bit more
- Fixed a clipping issue at the front of red spire
- Fixed clipping issues with the chainlink fences on mid
- Removed the old ring that the glass sat on at last
- Probably some other stuff I'm forgetting

Changes from rc5, last official version:

Show Content
- Replaced box stairs @2nd with a ramp, added a fence at the top of said ramp.
- Moved 2nd point forward spawn up to the upper deck.
- Lowered the main exit from lobby to mitigate a sightline.
- Removed some crappy props from lobby to keep things smooth and splashbug free.
- Added a window / dropdown out of the upper lobby exit onto 2nd.
- Moved cave's arch back into the connector more to allow bombing out of cave.
- Removed a bigass wall from last.
- Added high ground for defenders at last.
- Removed the glass from the point at last.
- Added an upper walkway around point at last.
- Numerous clip fixes / collision fixes.

Lots of screenshots: https://imgur.com/a/sRxhPrx

https://i.imgur.com/s1SxT1i.jpg

https://i.imgur.com/3HS4bJt.jpg

https://i.imgur.com/4w47dqK.jpg

https://i.imgur.com/vkdX5os.jpg

https://i.imgur.com/5458IYA.jpg

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

For those of you in Ozfortress this season - if you are planning on running RC5 instead of RC6 still let me know - I have made a number of clip fixes and collision fixes for RC5 that I would like to run instead. If anyone finds any more buggy spots, as always - let me know. Thanks!

cp_logjam_rc6

Download for all versions: https://tf2maps.net/downloads/cp_logjam.3835/history

Changes from rc6pre3:
[spoiler]- Made the forward spawns at 2nd door open up instead of down.
- Fixed a number of cracks in the cliffs.
- Replaced ramps in logroom and in lobby with stairs (they are still clipped / block bulleted like ramps)
- Detailed lobby and cave a bit more
- Fixed a clipping issue at the front of red spire
- Fixed clipping issues with the chainlink fences on mid
- Removed the old ring that the glass sat on at last
- Probably some other stuff I'm forgetting[/spoiler]

Changes from rc5, last official version:
[spoiler]- Replaced box stairs @2nd with a ramp, added a fence at the top of said ramp.
- Moved 2nd point forward spawn up to the upper deck.
- Lowered the main exit from lobby to mitigate a sightline.
- Removed some crappy props from lobby to keep things smooth and splashbug free.
- Added a window / dropdown out of the upper lobby exit onto 2nd.
- Moved cave's arch back into the connector more to allow bombing out of cave.
- Removed a bigass wall from last.
- Added high ground for defenders at last.
- Removed the glass from the point at last.
- Added an upper walkway around point at last.
- Numerous clip fixes / collision fixes. [/spoiler]

Lots of screenshots: https://imgur.com/a/sRxhPrx

[img]https://i.imgur.com/s1SxT1i.jpg[/img]
[img]https://i.imgur.com/3HS4bJt.jpg[/img]
[img]https://i.imgur.com/4w47dqK.jpg[/img]
[img]https://i.imgur.com/vkdX5os.jpg[/img]
[img]https://i.imgur.com/5458IYA.jpg[/img]
[img]https://i.imgur.com/fTqVEGe.jpg[/img]

[b]For those of you in Ozfortress this season - if you are planning on running RC5 instead of RC6 still let me know - I have made a number of clip fixes and collision fixes for RC5 that I would like to run instead. If anyone finds any more buggy spots, as always - let me know. Thanks![/b]
477
#477
3 Frags +

how many versions of this map have you made ?

how many versions of this map have you made ?
478
#478
2 Frags +

so happy to see this back. Really glad OZF stepped up. Definitely going to have to cast some games on it.

so happy to see this back. Really glad OZF stepped up. Definitely going to have to cast some games on it.
479
#479
2 Frags +
Hyce- Numerous clip fixes / collision fixes.

roamer mains:

https://i.imgur.com/WWWg0F5.jpg

[quote=Hyce]- Numerous clip fixes / collision fixes.[/quote]
roamer mains:

[img]https://i.imgur.com/WWWg0F5.jpg[/img]
480
#480
6 Frags +

After talking to a fair amount of people from Ozfortress about the map, it seems that the summary of most of the issues fall into these categories:

1. Things that RC5 did wrong that since have been fixed with RC6, or at least made better in RC6 to the point where we would need to test again
2. "This maps because the first time I walked around on it was 5 minutes before our match" which, unfortunately seems to be a constant issue in league play. Certainly not true of everyone, but quite a few people.

I did get one cool suggestion that I decided to try, so here's rc7pre1:

https://tf2maps.net/downloads/cp_logjam.3835/history

https://i.imgur.com/69XRJ2Q.jpg

https://i.imgur.com/04m3NSf.jpg

After talking to a fair amount of people from Ozfortress about the map, it seems that the summary of most of the issues fall into these categories:

1. Things that RC5 did wrong that since have been fixed with RC6, or at least made better in RC6 to the point where we would need to test again
2. "This maps because the first time I walked around on it was 5 minutes before our match" which, unfortunately seems to be a constant issue in league play. Certainly not true of everyone, but quite a few people.

I did get one cool suggestion that I decided to try, so here's rc7pre1:

https://tf2maps.net/downloads/cp_logjam.3835/history

[img]https://i.imgur.com/69XRJ2Q.jpg[/img]
[img]https://i.imgur.com/04m3NSf.jpg[/img]
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