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cp_logjam (5CP)
511
#511
refresh.tf
3 Frags +

Every single change is for the better, great job!

EDIT: found some bugs that need to be fixed
https://imgur.com/a/JB8Gdqx

Every single change is for the better, great job!

EDIT: found some bugs that need to be fixed
https://imgur.com/a/JB8Gdqx
512
#512
5 Frags +

Thanks collaide!

Hotfix inbound!

cp_logjam_rc9a: https://tf2maps.net/downloads/cp_logjam.3835/history

changes:

Show Content
fixed clipping above choke on 2nd
fixed broken displacements on red side above choke @2nd
made the upper / lower lobby connector doorframes a bit smaller added block bullets to them
fixed a bad displacement under spire at 2nd that caused a bit spire to be floating
fixed displacements in cave that had holes in them
Thanks collaide!

Hotfix inbound!

cp_logjam_rc9a: https://tf2maps.net/downloads/cp_logjam.3835/history

changes:
[spoiler]fixed clipping above choke on 2nd
fixed broken displacements on red side above choke @2nd
made the upper / lower lobby connector doorframes a bit smaller added block bullets to them
fixed a bad displacement under spire at 2nd that caused a bit spire to be floating
fixed displacements in cave that had holes in them

[/spoiler]
513
#513
1 Frags +

cp_logjam_rc10pre1: https://tf2maps.net/downloads/cp_logjam.3835/history

(goddammit, I work fast!)

Trying a tweak to mid. I think it helps with cover / sightlines and also offers better highground.

changes:

Show Content
made the mid cap trigger square, replaced sheds with rocks (lol)
changed mid's cap area so people with CFG's can still see the edge
added a fence, hoodoo, platform on mid, removed the hut
marked spire's capzone as well

https://i.imgur.com/FJ2Nroi.jpg

https://i.imgur.com/G5qDgJP.jpg

cp_logjam_rc10pre1: https://tf2maps.net/downloads/cp_logjam.3835/history

(goddammit, I work fast!)

Trying a tweak to mid. I think it helps with cover / sightlines and also offers better highground.

changes:
[spoiler]made the mid cap trigger square, replaced sheds with rocks (lol)
changed mid's cap area so people with CFG's can still see the edge
added a fence, hoodoo, platform on mid, removed the hut
marked spire's capzone as well
[/spoiler]

[img]https://i.imgur.com/FJ2Nroi.jpg[/img]
[img]https://i.imgur.com/G5qDgJP.jpg[/img]
514
#514
refresh.tf
5 Frags +

Lots of very minor issues / suggestions from looking at rc9a: https://imgur.com/a/3gwhxwe
It looks like these parts have not been changed in rc10pre1

I don't know whether the new cap zone brushes on mid can provoke splash bugs but maybe they can
Some of the sides of the brushes including the long red side are completely black which looks slightly strange
Having the cap zone brushes looks better and is a good idea anyway

Not sure about this new mid and I liked the old one a lot more
I don't like the platforms, particularly with the fences there too
I understand that part of the fence near red log room is in shadow but it still looks too dark

Lots of very minor issues / suggestions from looking at rc9a: https://imgur.com/a/3gwhxwe
It looks like these parts have not been changed in rc10pre1

I don't know whether the new cap zone brushes on mid can provoke splash bugs but maybe they can
Some of the sides of the brushes including the long red side are completely black which looks slightly strange
Having the cap zone brushes looks better and is a good idea anyway

Not sure about this new mid and I liked the old one a lot more
I don't like the platforms, particularly with the fences there too
I understand that part of the fence near red log room is in shadow but it still looks too dark
515
#515
0 Frags +

I think we've briefly mentioned this on your stream yesterday, so I'm not sure if you forgot about it, if you disagree or if you wanted to work on this in a later version. But personally I feel like the gap between the point and the bridge(?) should be the same on each side of the point. Right now it's much easier to spam the point from the right side of the spawn.

https://i.imgur.com/WiNnp8p.jpg

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

Another thing I noticed is that the window above the main shutter allows players to call when the medic walks out of the left spawn. Your sniper can quickly open the shutter and kill the medic. I'm not sure if it's easy to do.

https://i.imgur.com/cXJ3bgc.jpg

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

I think you can solve both problems by copying the left side of last point (second picture) and use that for the right side as well, this way you eliminate that angle from the shutter. But hey if you disagree it's totally fine, it's just a suggestion :]

I think we've briefly mentioned this on your stream yesterday, so I'm not sure if you forgot about it, if you disagree or if you wanted to work on this in a later version. But personally I feel like the gap between the point and the bridge(?) should be the same on each side of the point. Right now it's much easier to spam the point from the right side of the spawn.

[img]https://i.imgur.com/WiNnp8p.jpg[/img]
[img]https://i.imgur.com/UCSZQGs.jpg[/img]

Another thing I noticed is that the window above the main shutter allows players to call when the medic walks out of the left spawn. Your sniper can quickly open the shutter and kill the medic. I'm not sure if it's easy to do.

[img]https://i.imgur.com/cXJ3bgc.jpg[/img]
[img]https://i.imgur.com/olDQLEg.jpg[/img]

I think you can solve both problems by copying the left side of last point (second picture) and use that for the right side as well, this way you eliminate that angle from the shutter. But hey if you disagree it's totally fine, it's just a suggestion :]
516
#516
0 Frags +

I did change the capture zone one for rc10pre1. The rest I have not changed - that's an excellent list. Will be working through those.

Most of the sunk in wooden boards (cap zone brushes, ammo / healthkit markers) are not solid, and therefore do not cause splash bugs.

Lighting in the source engine is strange, what can I say, lol. rc10pre1 mid is a trial as well, curious as to what people think one way or another. Hopefully Lucrative will run it soon :P.

I did change the capture zone one for rc10pre1. The rest I have not changed - that's an excellent list. Will be working through those.

Most of the sunk in wooden boards (cap zone brushes, ammo / healthkit markers) are not solid, and therefore do not cause splash bugs.

Lighting in the source engine is strange, what can I say, lol. rc10pre1 mid is a trial as well, curious as to what people think one way or another. Hopefully Lucrative will run it soon :P.
517
#517
2 Frags +

can stand here above choke

https://i.gyazo.com/45546fd282b8d8abf8f596e241cbfbfc.jpg

mid seems like it'll be a scouts dream with all those platforms in double jump range. theres nothing wrong with having maps where certain classes are better but scout is already so strong right now

can stand here above choke
[img]https://i.gyazo.com/45546fd282b8d8abf8f596e241cbfbfc.jpg[/img]

mid seems like it'll be a scouts dream with all those platforms in double jump range. theres nothing wrong with having maps where certain classes are better but scout is already so strong right now
518
#518
1 Frags +

oh and you can stand here, its not a wallbug but im stuck in the wall its really weird

https://i.gyazo.com/5abc3eadef7c0e558ef554694a61035e.jpg

oh and you can stand here, its not a wallbug but im stuck in the wall its really weird
[img]https://i.gyazo.com/5abc3eadef7c0e558ef554694a61035e.jpg[/img]
519
#519
refresh.tf
7 Frags +

Chojje managed to fix the similar face lighting issues on snake but idk how he did that
A few more images including the spot described in the post above: https://imgur.com/a/BuuTFAY
Also pls change the mid back :)

Chojje managed to fix the similar face lighting issues on snake but idk how he did that
A few more images including the spot described in the post above: https://imgur.com/a/BuuTFAY
Also pls change the mid back :)
520
#520
6 Frags +

cp_logjam_rc10pre2: https://tf2maps.net/downloads/cp_logjam.3835/history

No screens, nothing earthshattering to take pictures of. Summary is: Changed mid back (if people want to try the rc10pre1 mid and let me know how it plays, more than willing to work it but it seems people who've played the map want the current rc9 mid), fixed a bazillion displacement / playerclipping issues (probably 95% of what Starkie (hey!) and HOI found), some other minor stuff...

full changes:

Show Content
-reverted the mid (deleted catwalk, fence, hoodoo, added sheds back)
-adjusted a bit of displacement above the healthkit at cave to hopefully fix people being able to stand there
-slightly adjusted displacements above the door at the bridge on 2nd to fix a weird clipping issue
-removed a random metal post from last
-fixed some metal trim not lining up above secret
-un-clipped some handrails by last to hopefully fix a weird thing you can stand on
-slightly adjusted the displacement geometry of the canyon wall walking up the left side of 2nd to fix how it joins with the bridge and to make it easier to splash
-checked all health/ammo markers for solidity, only one that was solid was below middle point, made it not solid
-adjusted the displacement ground on mid to hide a wonky texture and to smooth out a transition by forward spawn
-adjusted the displacement ground on mid by the huts to make sure that they fit flush to the highground
-fixed displacement / edge abutment at 2nd
-fixed displacements not lining up by the fence on 2nd by the logjam.
-adjusted the displacements, clips, and blockbullets on the log slopes at mid to try and maximize smoothness
-clipped a corner in logroom
-clipped a corner on the roof above logroom at 2nd
-adjusted the location of and size of the shelves in lobby to make them flush to the wall.
-added mesh to the lower level of the shelves in lobby.
-did not adjust clipping in the hallway from upper lobby to the metal grating in main lobby, clipping was already good. Did end up making the metal doorframes thinner though for splash sake
-fixed the clipping on the railings in lobby
-fixed some clipping in upper lobby not being flush to a doorframe
-clipped the shutter a bit in lobby
-fixed a broken clipbrush in upper cave
-clipped off the corner of a doorway at cave
-fixed some clipping on mid by cave's exit
-adjusted the clipping on a post in cave
-clipped the entrance to cave better
-clipped the logs in logroom better
-clipped the front edge of the boxes in lobby
-made it so you can't hit your head on the roofs outside of saw on 2nd
-fixed some roofs you could hit your head on on mid
-fixed a blue texture in red lobby
-fixed the clipping on the railings in lobby (decompile error)
-fixed the lighting on some pipes at last
-fixed the lighting on some pipes in lobby
-fixed a tiny nodraw texture in the roof at last
-replaced a texture that didn't line up in last's ceiling.
-fixed a small gap in the spawnroom doors
-slapped a little more detail outside of mid in the nonplayable area
-removed a detail dick on the hut at 2nd
-lowered the brick at last a bit
-lowered the fence on 2nd by upper lobby
-removed some rocks at the mouth of cave
-made some lights not solid in cave
-fixed a rock's lighting in cave
-fixed a broken bunch of displacements in cave
-added some block light brushes around the detail part of cave
-fixed a bunch of random shit with the displacements and clipping around cave
-fixed a hole in the wall in choke
-fixed cracks in the displacement above the bridge on 2nd
-fixed another hole in the displacement in cave
-made the "wings" on last symmetrical
-starkie's spot in saw - there's nothing there to fix? it's already clipped
-starkie's spot above choke - already clipped?
-moved some trees above choke
-fixed some textures on choke
-clipped choke a little more aggressively
-tried to fix a spot in cave by making the clip brushes a wedge shape instead of straight up and down
-improved lighting in cave a little bit
-blockbulleted the small edge in logroom

known items still to fix:
-missing paint patches under ammo on mid
-light leaking in the train tunnel

cp_logjam_rc10pre2: https://tf2maps.net/downloads/cp_logjam.3835/history

No screens, nothing earthshattering to take pictures of. Summary is: Changed mid back (if people want to try the rc10pre1 mid and let me know how it plays, more than willing to work it but it seems people who've played the map want the current rc9 mid), fixed a bazillion displacement / playerclipping issues (probably 95% of what Starkie (hey!) and HOI found), some other minor stuff...

full changes:
[spoiler]
-reverted the mid (deleted catwalk, fence, hoodoo, added sheds back)
-adjusted a bit of displacement above the healthkit at cave to hopefully fix people being able to stand there
-slightly adjusted displacements above the door at the bridge on 2nd to fix a weird clipping issue
-removed a random metal post from last
-fixed some metal trim not lining up above secret
-un-clipped some handrails by last to hopefully fix a weird thing you can stand on
-slightly adjusted the displacement geometry of the canyon wall walking up the left side of 2nd to fix how it joins with the bridge and to make it easier to splash
-checked all health/ammo markers for solidity, only one that was solid was below middle point, made it not solid
-adjusted the displacement ground on mid to hide a wonky texture and to smooth out a transition by forward spawn
-adjusted the displacement ground on mid by the huts to make sure that they fit flush to the highground
-fixed displacement / edge abutment at 2nd
-fixed displacements not lining up by the fence on 2nd by the logjam.
-adjusted the displacements, clips, and blockbullets on the log slopes at mid to try and maximize smoothness
-clipped a corner in logroom
-clipped a corner on the roof above logroom at 2nd
-adjusted the location of and size of the shelves in lobby to make them flush to the wall.
-added mesh to the lower level of the shelves in lobby.
-did not adjust clipping in the hallway from upper lobby to the metal grating in main lobby, clipping was already good. Did end up making the metal doorframes thinner though for splash sake
-fixed the clipping on the railings in lobby
-fixed some clipping in upper lobby not being flush to a doorframe
-clipped the shutter a bit in lobby
-fixed a broken clipbrush in upper cave
-clipped off the corner of a doorway at cave
-fixed some clipping on mid by cave's exit
-adjusted the clipping on a post in cave
-clipped the entrance to cave better
-clipped the logs in logroom better
-clipped the front edge of the boxes in lobby
-made it so you can't hit your head on the roofs outside of saw on 2nd
-fixed some roofs you could hit your head on on mid
-fixed a blue texture in red lobby
-fixed the clipping on the railings in lobby (decompile error)
-fixed the lighting on some pipes at last
-fixed the lighting on some pipes in lobby
-fixed a tiny nodraw texture in the roof at last
-replaced a texture that didn't line up in last's ceiling.
-fixed a small gap in the spawnroom doors
-slapped a little more detail outside of mid in the nonplayable area
-removed a detail dick on the hut at 2nd
-lowered the brick at last a bit
-lowered the fence on 2nd by upper lobby
-removed some rocks at the mouth of cave
-made some lights not solid in cave
-fixed a rock's lighting in cave
-fixed a broken bunch of displacements in cave
-added some block light brushes around the detail part of cave
-fixed a bunch of random shit with the displacements and clipping around cave
-fixed a hole in the wall in choke
-fixed cracks in the displacement above the bridge on 2nd
-fixed another hole in the displacement in cave
-made the "wings" on last symmetrical
-starkie's spot in saw - there's nothing there to fix? it's already clipped
-starkie's spot above choke - already clipped?
-moved some trees above choke
-fixed some textures on choke
-clipped choke a little more aggressively
-tried to fix a spot in cave by making the clip brushes a wedge shape instead of straight up and down
-improved lighting in cave a little bit
-blockbulleted the small edge in logroom

[/spoiler]

known items still to fix:
-missing paint patches under ammo on mid
-light leaking in the train tunnel
521
#521
7 Frags +

Also check out this sweet roamer thing I accidentally did

https://www.twitch.tv/videos/364771938

Also check out this sweet roamer thing I accidentally did

https://www.twitch.tv/videos/364771938
522
#522
0 Frags +

Few bugs I noticed:
https://yapx.ru/v/DKzFQ

Few bugs I noticed:
https://yapx.ru/v/DKzFQ
523
#523
4 Frags +

christ

For those wondering, "Hyce, how can your map possibly have so many tiny ass cracks in it?"

The short story is my hard drive died, so I had to decompile the map to get the .vmf file back (should have backed it up, live and learn...) which did strange things to my displacements (like make them 1 unit thick and ALMOST lined up to the grid....) and as I'm fixing crack A, it makes crack B show up. I'll probably just have to sit down and go through every brush... yikes.

Thank you for continuing to post this sort of stuff though. I think I've found a better strategy for clipping the rockwalls that I tried to fix the choke spot, so I'll be working on that crap in cave. I am going on to work week now (I work 3-4 days a week 13-14 hours a day...) so you probably won't see pre3 / rc10 official until maybe Sunday or so. If anyone finds any more dumb things inbetween now and then, let me know!

Thanks!

[i]christ[/i]

For those wondering, "Hyce, how can your map possibly have so many tiny ass cracks in it?"

The short story is my hard drive died, so I had to decompile the map to get the .vmf file back (should have backed it up, live and learn...) which did strange things to my displacements (like make them 1 unit thick and ALMOST lined up to the grid....) and as I'm fixing crack A, it makes crack B show up. I'll probably just have to sit down and go through every brush... yikes.

Thank you for continuing to post this sort of stuff though. I think I've found a better strategy for clipping the rockwalls that I tried to fix the choke spot, so I'll be working on that crap in cave. I am going on to work week now (I work 3-4 days a week 13-14 hours a day...) so you probably won't see pre3 / rc10 official until maybe Sunday or so. If anyone finds any more dumb things inbetween now and then, let me know!

Thanks!
524
#524
2 Frags +

i feel like when youre defending on mid playing choke aggressive and someone on your team is trying to make a play/bait someone in cave it feels sorta disconnected (long rotation as soldier) trying to bounce between those

maybe cause its my first time playing it but that was sorta something that i feel like its a lot easier to do that on other maps

i feel like when youre defending on mid playing choke aggressive and someone on your team is trying to make a play/bait someone in cave it feels sorta disconnected (long rotation as soldier) trying to bounce between those

maybe cause its my first time playing it but that was sorta something that i feel like its a lot easier to do that on other maps
525
#525
1 Frags +

It's definitely something that's been said before. Unsure of how big of a problem it is, really. I do have a plan to re-structure cave's connection on mid to tighten things up if necessary.

It's definitely something that's been said before. Unsure of how big of a problem it is, really. I do have a plan to re-structure cave's connection on mid to tighten things up if necessary.
526
#526
3 Frags +

wall bugging above the last spawn door might be kinda monkaS

wall bugging above the last spawn door might be kinda monkaS
527
#527
2 Frags +

Kaidus gave some more feedback on rc10pre2 on his stream. And I think some general feedback started around here.

Kaidus gave some more feedback on rc10pre2 on his [url=https://www.twitch.tv/videos/366377165?t=02h32m14s]stream[/url]. And I think some general feedback started around [url=https://www.twitch.tv/videos/366377165?t=02h25m03s]here[/url].
528
#528
1 Frags +

Thank you for linking that. I've seen that and Silentes' feedback about the map, and I've got good things brewing for the offical RC10. Hopefully early next week (mon/tues) release. Feel free to check my stream when I'm on working on the map if you want to see what's up.

The plan is essentially streamlining things - be it props, splash, clipping, buggy ramps, stupid crap you can hit your head on, etc.

I have spoken with the ETF2L admins and you will be running RC10 if it is released prior to being in season.

Thank you for linking that. I've seen that and Silentes' feedback about the map, and I've got good things brewing for the offical RC10. Hopefully early next week (mon/tues) release. Feel free to check my stream when I'm on working on the map if you want to see what's up.

The plan is essentially streamlining things - be it props, splash, clipping, buggy ramps, stupid crap you can hit your head on, etc.

I have spoken with the ETF2L admins and you will be running RC10 if it is released prior to being in season.
529
#529
refresh.tf
5 Frags +

Great work Hyce, nice stream & I am glad to see this map is in the pool :)
Here is a video demonstrating the spot in cave that didn't get fixed https://youtu.be/oMNMbqqwB-4
Also here's another set of problems / suggestions https://imgur.com/a/6HjI6jR
Some are minor clipping or lighting things but hopefully there's a fair amount of useful stuff too
A few of the screenshots might be duplicates of those from UpD's post
Here is a fairly serious issue i noticed after taking the screenshots https://youtu.be/ZRgJ_wEbb7I

Great work Hyce, nice stream & I am glad to see this map is in the pool :)
Here is a video demonstrating the spot in cave that didn't get fixed https://youtu.be/oMNMbqqwB-4
Also here's another set of problems / suggestions https://imgur.com/a/6HjI6jR
Some are minor clipping or lighting things but hopefully there's a fair amount of useful stuff too
A few of the screenshots might be duplicates of those from UpD's post
Here is a fairly serious issue i noticed after taking the screenshots https://youtu.be/ZRgJ_wEbb7I
530
#530
0 Frags +

Hyce i have a few questions :

https://i.imgur.com/lM6o9k9.jpg

why do you make a doorway like this if you noclip the small ledge? It's misleading.

From this perspective :

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

what does it bring to you to make these many roofs? There are other instances of that on the map, and you're not the only one who makes that.

Hyce i have a few questions :
[img]https://i.imgur.com/lM6o9k9.jpg[/img]
why do you make a doorway like this if you noclip the small ledge? It's misleading.

From this perspective :
[img]https://i.imgur.com/yVHgsti.jpg[/img]
what does it bring to you to make these many roofs? There are other instances of that on the map, and you're not the only one who makes that.
531
#531
6 Frags +

cp_logjam_rc10: https://tf2maps.net/downloads/cp_logjam.3835/history

THE STREAMLINED UPDATE

Here's what RC9 was like:

https://i.ytimg.com/vi/MV_TtU-_09Q/maxresdefault.jpg

Here's what RC10 is like:

https://upload.wikimedia.org/wikipedia/commons/f/fc/EMD_E5_at_IRM.jpg

changes:

Show Content
rc10pre2 -> rc10

larger changes:
-raised DA ROOF in upper lobby exit
-made ramps up to the window in upper lobby exit rather than boxes
-removed detail balcony on the side of mid
-made choke flat ramps instead of the displacements for the sake of consistent jumps - note the planks at the transitions are not solid to players or explosives / splash
-changed the ramps up from 2nd to mid in logroom to be much more streamlined / easy to back out / push
-adjusted the weird corner of mid to try and be smoother and more useful
-adjusted the displacement outside of cave on 2nd to remove the weird dish
-adjusted the location of the HP/ammo in logroom

smaller changes:
-added another light in cave to help the lighting on the props
-closed a number of holes in cave's displacements
-increased the length / height of a retaining wall in cave to remove a dumb spot you can stand on the wall that just wouldn't go away
-added back a missing clip brush on the red side of mid
-fixed a weird 0.2 HU overlap on blue cave that made you be able to stand on a building high up
-fixed a weird 0.2 HU overlap on red cave lower in cave that let you stand above by the light
-removed an awning on mid to easier facilitate high bombs / smooth out playing space
-added paint patches back underneath the ammo at mid
-made windows on mid non-solid
-fixed a broken clipbrush at choke
-raised the sniper fence outside of forwards on 2nd to prevent snipers shooting into choke
-added a bit more trim pieces outside of 2nd forward spawn
-added some missing clipping in cave
-fixed missing displacements and a gap in displacements at the actual logjam on 2nd
-fixed some broken clipping at the logroom exit on mid
-fixed some incorrectly aligned textures on blue's upper lobby exit
-made it so you can't hit your head on the roof above window
-added some block bullets brushes outside of logroom's entrance on 2nd
-added a block bullets brush over the cutest little gap inside of logroom
-fixed yet another spot in cave that you could stand on by the arch itself
-made a displacement slightly thinner in cave so you can't stand on it next to the lights
-adjusted a clip brush in saw so that it was flush to the top of a door
-adjusted the clipping around 2nd forward spawn door
-made some beams in logroom's exit on mid non-solid
-changed blue last roof texture (more detail on out-of-bounds areas to happen during season)
-fixed a red sign on blue last
-fixed a gap in the map above lobby's upper exit
-fixed a texture on the corner of mid
-fixed a missing clip brush at red 2nd
-disabled shadows on the long fence at right side of 2nd to try and fix lighting issues
-fixed lights clipping into walls on the floor at last
-fixed the clipping not being flush to the door at saw on 2nd side
-fixed a hole in the map and some strane lighting at 2nd by cave
-adjusted the "pinch" in the displacements at cave to make it a bit smoother and look better
-sewed a gap in the displacements by red choke
-moved a door outside of cave's playable area
-made it so you can't hit your head on the beams above upper lobby
-attempted to fix the light leaking thru train tunnel again
-blockbulleted the grating in last so you can't splash through it
-fixed a displacement clipping through the fence at 2nd
-fixed some weird rendering issues thru skylight
-painted rooves on 2nd to match color scheme
-added a little more light outside right last at lobby
-added more lighting in saw
-unclipped the floor lights at last
-made the displacements on mid by the sheds a little bit tidier
-fixed clip brushes on the main lobby exit
-fixed lighting on the saw and lumber piles in saw
-adjusted a weird beam on forward spawn in mid
-added some lights to emphasize choke, upper exit of lobby at 2nd

SCREENS:

https://i.imgur.com/ZyW3A2c.jpg

https://i.imgur.com/p2k13p5.jpg

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

https://i.imgur.com/BDptY6r.jpg

https://i.imgur.com/LuF5jek.jpg

https://i.imgur.com/vU4jUwM.jpg

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

cp_logjam_rc10: https://tf2maps.net/downloads/cp_logjam.3835/history

THE STREAMLINED UPDATE

Here's what RC9 was like:
[img]https://i.ytimg.com/vi/MV_TtU-_09Q/maxresdefault.jpg[/img]

Here's what RC10 is like:
[img]https://upload.wikimedia.org/wikipedia/commons/f/fc/EMD_E5_at_IRM.jpg[/img]

changes:
[spoiler]rc10pre2 -> rc10

[b]larger changes:[/b]
-raised DA ROOF in upper lobby exit
-made ramps up to the window in upper lobby exit rather than boxes
-removed detail balcony on the side of mid
-made choke flat ramps instead of the displacements for the sake of consistent jumps - note the planks at the transitions are not solid to players or explosives / splash
-changed the ramps up from 2nd to mid in logroom to be much more streamlined / easy to back out / push
-adjusted the weird corner of mid to try and be smoother and more useful
-adjusted the displacement outside of cave on 2nd to remove the weird dish
-adjusted the location of the HP/ammo in logroom

[b]smaller changes:[/b]
-added another light in cave to help the lighting on the props
-closed a number of holes in cave's displacements
-increased the length / height of a retaining wall in cave to remove a dumb spot you can stand on the wall that just wouldn't go away
-added back a missing clip brush on the red side of mid
-fixed a weird 0.2 HU overlap on blue cave that made you be able to stand on a building high up
-fixed a weird 0.2 HU overlap on red cave lower in cave that let you stand above by the light
-removed an awning on mid to easier facilitate high bombs / smooth out playing space
-added paint patches back underneath the ammo at mid
-made windows on mid non-solid
-fixed a broken clipbrush at choke
-raised the sniper fence outside of forwards on 2nd to prevent snipers shooting into choke
-added a bit more trim pieces outside of 2nd forward spawn
-added some missing clipping in cave
-fixed missing displacements and a gap in displacements at the actual logjam on 2nd
-fixed some broken clipping at the logroom exit on mid
-fixed some incorrectly aligned textures on blue's upper lobby exit
-made it so you can't hit your head on the roof above window
-added some block bullets brushes outside of logroom's entrance on 2nd
-added a block bullets brush over the cutest little gap inside of logroom
-fixed yet another spot in cave that you could stand on by the arch itself
-made a displacement slightly thinner in cave so you can't stand on it next to the lights
-adjusted a clip brush in saw so that it was flush to the top of a door
-adjusted the clipping around 2nd forward spawn door
-made some beams in logroom's exit on mid non-solid
-changed blue last roof texture (more detail on out-of-bounds areas to happen during season)
-fixed a red sign on blue last
-fixed a gap in the map above lobby's upper exit
-fixed a texture on the corner of mid
-fixed a missing clip brush at red 2nd
-disabled shadows on the long fence at right side of 2nd to try and fix lighting issues
-fixed lights clipping into walls on the floor at last
-fixed the clipping not being flush to the door at saw on 2nd side
-fixed a hole in the map and some strane lighting at 2nd by cave
-adjusted the "pinch" in the displacements at cave to make it a bit smoother and look better
-sewed a gap in the displacements by red choke
-moved a door outside of cave's playable area
-made it so you can't hit your head on the beams above upper lobby
-attempted to fix the light leaking thru train tunnel again
-blockbulleted the grating in last so you can't splash through it
-fixed a displacement clipping through the fence at 2nd
-fixed some weird rendering issues thru skylight
-painted rooves on 2nd to match color scheme
-added a little more light outside right last at lobby
-added more lighting in saw
-unclipped the floor lights at last
-made the displacements on mid by the sheds a little bit tidier
-fixed clip brushes on the main lobby exit
-fixed lighting on the saw and lumber piles in saw
-adjusted a weird beam on forward spawn in mid
-added some lights to emphasize choke, upper exit of lobby at 2nd[/spoiler]

SCREENS:
[img]https://i.imgur.com/ZyW3A2c.jpg[/img]
[img]https://i.imgur.com/p2k13p5.jpg[/img]
[img]https://i.imgur.com/rxTImdo.jpg[/img]
[img]https://i.imgur.com/BDptY6r.jpg[/img]
[img]https://i.imgur.com/LuF5jek.jpg[/img]
[img]https://i.imgur.com/vU4jUwM.jpg[/img]
[img]https://i.imgur.com/AYFveyh.jpg[/img]
532
#532
0 Frags +
TwiggyHyce i have a few questions :

why do you make a doorway like this if you noclip the small ledge? It's misleading.

what does it bring to you to make these many roofs? There are other instances of that on the map, and you're not the only one who makes that.

Lol, sniped me as I was making the rc10 post. I think your comment about the roof is fair enough. Why so many? It's kind of the TF2 style, IMO. The lowest one is a bit misleading, it looks like you should be able to stand on it.

These things will be getting changed for the next version of the map, I'm going to be doing a lot of out of bounds detailing / last / 3d skybox detailing etc..

Note - we have found a few things already on RC10 that probably merit RC10f:
- There's a hole in the map by the sheds on mid.
- There's a hole in the map underneath mid on the underside of the rock arch
- There's 2 sets of lights / floating light entities above logroom's exit on mid.

If anyone else finds anything gamebreaking - let me know, I'll fix them and put RC10F out to fix them in a little bit. Waiting to see if we come up with anything else at this time.

I've also got a list of nitpicky detail stuff for RC11 - anything else related to that is fine too but the focus for RC10F will be gamplay for ozfortress and ETF2L.

[quote=Twiggy]Hyce i have a few questions :

why do you make a doorway like this if you noclip the small ledge? It's misleading.

what does it bring to you to make these many roofs? There are other instances of that on the map, and you're not the only one who makes that.[/quote]

Lol, sniped me as I was making the rc10 post. I think your comment about the roof is fair enough. Why so many? It's kind of the TF2 style, IMO. The lowest one is a bit misleading, it looks like you should be able to stand on it.

These things will be getting changed for the next version of the map, I'm going to be doing a lot of out of bounds detailing / last / 3d skybox detailing etc..

[b]Note - we have found a few things already on RC10 that probably merit RC10f:[/b]
- There's a hole in the map by the sheds on mid.
- There's a hole in the map underneath mid on the underside of the rock arch
- There's 2 sets of lights / floating light entities above logroom's exit on mid.

If anyone else finds anything gamebreaking - let me know, I'll fix them and put RC10F out to fix them in a little bit. Waiting to see if we come up with anything else at this time.

I've also got a list of nitpicky detail stuff for RC11 - anything else related to that is fine too but the focus for RC10F will be gamplay for ozfortress and ETF2L.
533
#533
1 Frags +
HyceI think your comment about the roof is fair enough. Why so many? It's kind of the TF2 style, IMO

I think you should strive to make the most comprehensive and consistent design that gives players clues on where they can go and where they can't. Single player games rely a lot on this to guide the player. Invisible noclip walls are never a good idea.

With that said, the map feels much smoother and better than before and I was pleasantly surprised.

[quote=Hyce]I think your comment about the roof is fair enough. Why so many? It's kind of the TF2 style, IMO[/quote]
I think you should strive to make the most comprehensive and consistent design that gives players clues on where they can go and where they can't. Single player games rely a lot on this to guide the player. Invisible noclip walls are never a good idea.

With that said, the map feels much smoother and better than before and I was pleasantly surprised.
534
#534
2 Frags +

-

-
535
#535
refresh.tf
1 Frags +

There's also another bump in choke: Walk from mid and hug the left wall. After you pass the plank on the ground you hit some bump, in both directions both sides of mid. EDIT: There's also a bump if you hug the right wall! EDIT 2: Also both sides if you do the same thing from 2nd!

EDIT 3: You can stand on the right side of this corner, as shown here:

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

Also, you should rotate the texture on the new sideways ramps in logroom and on mid so it alligns better.

EDIT 4: On the front side of spire, there's a small dip in elevation in the displacement. (under the diagonal surface on bottom) You can potentially get rockets stuck in there etc. I accidentally showed it in the picture as well lol.

There's also another bump in choke: Walk from mid and hug the left wall. After you pass the plank on the ground you hit some bump, in both directions both sides of mid. EDIT: There's also a bump if you hug the right wall! EDIT 2: Also both sides if you do the same thing from 2nd!

EDIT 3: You can stand on the right side of this corner, as shown here: [img]https://i.imgur.com/loWSdxc.jpg[/img]

Also, you should rotate the texture on the new sideways ramps in logroom and on mid so it alligns better.

EDIT 4: On the front side of spire, there's a small dip in elevation in the displacement. (under the diagonal surface on bottom) You can potentially get rockets stuck in there etc. I accidentally showed it in the picture as well lol.
536
#536
5 Frags +

cp_logjam_rc10a: https://tf2maps.net/downloads/cp_logjam.3835/download?version=17457

No screens, here are the small bugfixes:
-fixed a hole in the floor on mid
-fixed a hole in the mid bridge ceiling
-removed an extra set of lights above logroom's exit on mid
-raised the little roof over the upper lobby exit to make it less obvious you can't stand on it
-made it so you can't stand on the roof lips of the tall buildings on mid (more clipbrushes misaligned by less than 1 hu... don't decompile maps, kids)
-fixed a broken displacement you could stand on at red 2nd
-adjusted displacement ground in front of spire
-playerclipped literally all of choke to hopefully eliminate a weird glitch

cp_logjam_rc10a: https://tf2maps.net/downloads/cp_logjam.3835/download?version=17457

No screens, here are the small bugfixes:
-fixed a hole in the floor on mid
-fixed a hole in the mid bridge ceiling
-removed an extra set of lights above logroom's exit on mid
-raised the little roof over the upper lobby exit to make it less obvious you can't stand on it
-made it so you can't stand on the roof lips of the tall buildings on mid (more clipbrushes misaligned by less than 1 hu... don't decompile maps, kids)
-fixed a broken displacement you could stand on at red 2nd
-adjusted displacement ground in front of spire
-playerclipped literally all of choke to hopefully eliminate a weird glitch
537
#537
refresh.tf
2 Frags +

The map and its changes are great

rc10a feedback: https://imgur.com/a/D5OCxmc
Also:
The map doesn't have a custom camera position when u join (info_observer_point needed i think)
The fences in opposite corners of mid go into walls and look strange

The map and its changes are great

rc10a feedback: https://imgur.com/a/D5OCxmc
Also:
The map doesn't have a custom camera position when u join (info_observer_point needed i think)
The fences in opposite corners of mid go into walls and look strange
538
#538
2 Frags +

Thanks as always, HOI! I will add those to my list of things to fix for RC11 after this season.

And here I thought that's what the info_player_start was for. I think it gives you a camera under the arch at mid, still... lol. Thanks!

Thanks as always, HOI! I will add those to my list of things to fix for RC11 after this season.

And here I thought that's what the info_player_start was for. I think it gives you a camera under the arch at mid, still... lol. Thanks!
539
#539
6 Frags +

Hi, some feedback on why I think this was the weakest map in ETF2L

1. The midfight is super one-dimensional

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

There is no reason/possibility to go anywhere on mid other than walk up to the point, which is dull. There is no high ground on the mid to fight over because the point itself is basically the highest point on mid.
Except for these huts which kinda suck anyway because they are too low and too far from the point for you to even pose any threat to anyone who isnt directly below you (directs at this range only do 60), and its super super easy to get shot at by a demoman. Soldier basically has nowhere good to stand so can only a) bomb almost straight away or b) stand around on low ground near choke doing nothing, then bomb.

2. Sniper can see everything
The elevated choke is something I like about the map, but there was a sniper on almost every mid fight i played and very little you can do about it. Almost all of mid is visible from the choke.

3. The flanks arent really flanks

https://i.imgur.com/WMy8vRO.jpg

My crosshair is roughly where the combo stands, and they can hold both flanks just by turning their head left or right. (in fact when you're watching choke, cave is on screen the entire time.) Because of this the flanks also dont lead anywhere except directly to where choke leads. (its like if IT led here on process, and sewer also had no shutter or high ground.) The flanks also take a very long time to walk through compared to other maps, making them a hell of a lot of effort to go through for basically zero return. This is because it is also the longest choke in any map which I think is a really cool feature, but leads to the flanks being ultimately pointless because they're just places where you can walk further to end up in the same spot. I would suggest maybe getting rid of one (probs cave) completely, then shifting choke more over to where it was so the other flank can actually be more separate and worth holding (gully/snake format rather than sun/process). Either that or they just need to be made a lot more appealing than they are now.

Thanks for putting effort into this map still after so long

Hi, some feedback on why I think this was the weakest map in ETF2L

1. The midfight is super one-dimensional
[img]https://i.imgur.com/fQEZsou.jpg[/img]
There is no reason/possibility to go anywhere on mid other than walk up to the point, which is dull. There is no high ground on the mid to fight over because the point itself is basically the highest point on mid.
Except for these huts which kinda suck anyway because they are too low and too far from the point for you to even pose any threat to anyone who isnt directly below you [url=https://i.imgur.com/ODbk054.jpg](directs at this range only do 60)[/url], and its super super easy to get shot at by a demoman. Soldier basically has nowhere good to stand so can only a) bomb almost straight away or b) stand around on low ground near choke doing nothing, then bomb.

2. Sniper can see everything
The elevated choke is something I like about the map, but there was a sniper on almost every mid fight i played and very little you can do about it. Almost all of mid is visible from the choke.

3. The flanks arent really flanks
[img]https://i.imgur.com/WMy8vRO.jpg[/img]
My crosshair is roughly where the combo stands, and they can hold both flanks just by turning their head left or right. (in fact when you're watching choke, cave is on screen the entire time.) Because of this the flanks also dont lead anywhere except directly to where choke leads. [url=https://i.imgur.com/xB6BpC0.jpg](its like if IT led here on process, and sewer also had no shutter or high ground.)[/url] The flanks also take a very long time to walk through compared to other maps, making them a hell of a lot of effort to go through for basically zero return. This is because it is also the longest choke in any map which I think is a really cool feature, but leads to the flanks being ultimately pointless because they're just places where you can walk further to end up in the same spot. I would suggest maybe getting rid of one (probs cave) completely, then shifting choke more over to where it was so the other flank can actually be more separate and worth holding (gully/snake format rather than sun/process). Either that or they just need to be made a lot more appealing than they are now.

Thanks for putting effort into this map still after so long
540
#540
3 Frags +

The window on last needs to go, also the left entrance to last (from defenders perspective) just feels awkward

The window on last needs to go, also the left entrance to last (from defenders perspective) just feels awkward
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