leprecan
Account Details
SteamID64 76561198008177536
SteamID3 [U:1:47911808]
SteamID32 STEAM_0:0:23955904
Country Canada
Signed Up December 29, 2012
Last Posted May 6, 2015 at 7:25 AM
Posts 2 (0 per day)
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#7 pl_badwater_pro_v in Map Discussion
fireindaarcadeThe third point buildings look improved as well! My only question would be about the forward spawns, but I'd need to play it for that. Is there a thread for this on ETF2L or UGC yet?

There already are threads made on the UGC and ETF2L forums as well. I'll update the main post with links to both, but they mostly contain the same information. Thank you for the interest!

posted about 8 years ago
#1 pl_badwater_pro_v in Map Discussion

Currently: Version 12

Downloads will no longer be done through dropbox, and will instead be hosted on TF2maps. When a more final version is reached, a Steam Workshop version will be added.

https://tf2maps.net/downloads/pl_badwater_pro.962/

An album of the changes made can be found on the TF2maps download page.

Changes include:
- A new forward spawn location for BLU on capping B.
- Walls shifted to increase space in Under on the route to C.
- Alternate door into Boiler from BLU forward spawn. (Thanks Aero!)
- Stairs to the Engineer nest at C have had nobuild added.

- Lots of small quality of life changes to clipping and spawn positions

Changes for v7: - Back stairwell in RED spawn between upper and lower
- Barrels outside Lunchbox on C replaced with a shed
- One way shutter now nobuild until A is capped
- Kill trigger in RED forward doorway on B cap *should* be more consistent
- Lowered BLU forward spawn door to not stick through the ground

Changes for v8: - Back stairwell in REd spawn updated to prevent fall damage
- The Engineer Nest Window has returned, but has been lowered, granting sightlines to building Level 1 sentries and opening the sentry up to more angles in general.
- The fence on B has been brought closer to the wall to assist RED in defending the alley whilst cutting down sightlines from the hill on A
- Tons of small quality of life changes; clipping, hitboxes, lighting, prop fades, map holes. etc

Changes for v10:
- The one way door on 1st that RED could use has been returned to its original purpose as a locked gate that will only open after 1st is capped
- 3rd has had its layout fully returned to that of stock badwater, this includes; the removal of the back room to the Engineer nest, resizing the stairwell to the nest and removing the spare catwalk outside of "House"
- The staircase to the Engineer nest on 3rd now has nobuild
- A wooden support has been added to the balcony outside of the Engineer nest to provide BLU team with a direct route

Changes for v11:
- Lighting errors fixed

Changes for v12:
- reintroduced the one way gate from A to B roof
- removed the barricade from B alley
- a new staircase in Tires that leads to the spiral staircase on last point

A special thanks to UGC Kumori for collecting feedback and spurring this version's creation!

Thanks for all the feedback coming out of the map's time in play! I greatly appreciate all the PM's, even the little stuff matters a lot!

Credit for this map is shared with Aero for letting me develop an alternate pl_badwater_pro with some of his changes included! This wouldn't have gotten off the ground without his help.

While testing is primarily concerned with gameplay at the moment, map optimization took a hit during the revamp. If you or your teammates experience excessive framerate issues, large framerate drops etc. please mention where on the map, preferably with a screenshot and it will be pushed into priority.

Thanks a ton to whoever plays it, I'd be happy to take STV demos and POV demos for review, as well as screenshots of any issues you find.

Feedback is welcome!

posted about 8 years ago