corsa@collaide
When you say you changed the hiding spot in house, do you mean you removed it? If so, I don't think you should remove hiding spots, especially ones like those because that one is extremely easy to check AND prefire, so I don't think it's broken in any way.
No, the hiding spot is just not a bug anymore. (valve forgot to clip wall there)
bearodactylThis and also I think it was said earlier, but the reason that a lot of the other 'fixing badlands' projects have failed is because the mapper has taken too much creative license and added/removed useless shit and done more than the bare minimum that people wanted. I'm all for fixing the stupid clipping and properly mirroring stuff but looking through some of your changes a lot of the stuff seems kind of unnecessary (i.e., the tire to jump to spire: afaik nobody has ever complained about how it's impossible to push out of last because you need to properly basher jump onto spire, don't see any reason to add it)
That's not a problem, if people don't like it, they can comment on it, and I can revert it. That thing took 15 seconds to make and will take 2 seconds to remove.
"Also, it appears that you took the liberty of removing some of the hiding spots in house and above resupply by diagonal, as well as the vent on red second that you can hide on."
I didn't remove hiding spot in house. Don't comment if I haven't published the map yet lol.
And there was a hiding spot above diagonal? I wasn't even aware of that.
I just went into the game and checked, there is no hiding spot above diagonal?
bearodactylI feel like these sort of spots add another dimension to the game and are nowhere near game breaking (for example, the TLR spot on red second is difficult to get to but if you are good at rocket jumping it can be useful https://www.youtube.com/watch?v=tVkgelgTax0).
Firstly, this spot can be seen from mid, secondly it's too much work for too little gain. Thirdly, the reason I removed it was so you could stand on the metal thing above haunter allowing you to do a proper rocket jump off the wall. The intention was not to remove it.
bearodactylOn spire as well, people are so used to stuff like the crack in the wooden planks and the little clipped area that allows you to basically float in thin air that I don't see any point in removing them, besides it's not like they have a huge impact on the game either. I don't want to have another case of granary_abortion where a mapmaker decides to make a few much needed changes but then goes all out and removes all the hiding spots that make the map interesting...
So your argument is we should keep bugs like the pixelwalk on spire just because we're used to them? You even say yourself, it's not like they have a huge impact on the game. But if they don't have a huge impact on the game, why not improve them?