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pl_barnblitz_pro6

Created 27th July 2013 @ 15:29

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http://www.filedropper.com/plbarnblitzpro6


Last edited by lawn,

Spycy

TC.Express

Good changes imo, not so meta changing, but more comfortable plays, especially for last.


Last edited by Spycy,

I’ll post this here to keep it seperate from the changelog

likely changes in next ver
fixing door that can be opened by attackers for some reason

changing ammo/health distribution and placement on last – the large ammo kit is just silly and in a bad spot, and with no topspawn anymore, there needs to be at least a medium ammo kit up top for the engineer now.

editing the bridge to house on third to make it wider/a solid material to be more obstructing of sniper views that were made when the new flank was made

removing some silly hiding spots on invisible clipping

fixing the spot where you can taunt in spawn to look outside

Jazz

ScS|
(Q)<

Liking the way that map is just being ‘cleaned up’.
Love the new last think it makes barnblitz more enjoyable.
Good job bubble :)

Popcorp

Can you do something with a drop down on 3rd? when you land you take fall damage, maybe find a way to prevent it?
http://imageshack.us/a/img443/6792/hmyu.jpg

Btw, don’t know if it’s SO important but

http://imageshack.us/a/img690/8369/hji0.jpg
http://imageshack.us/a/img853/3707/ld8c.jpg

Splash damage goes through them


Last edited by Popcorp,

bub

I like the backdoor in the first point.

SabaSaba

[hePPa]

Ow yeah. This should fix all the shit I hate about Barnblitz. I have always liked the map but now it could be properly balanced.

Must have this played in HL!


Last edited by SabaSaba,

• added post to dropdown on third to give a way to prevent fall damage, this solution isn’t ideal but there’s no real reason to take dropdown and not just walk out of the exit next to it
http://i.imgur.com/sLzybQY.png

• fixed lots of invisible clipping

• fixed defender spawndoor being able to be opened by attackers at last

• changed ammo/hp distribution at last
http://i.imgur.com/Gzj7Puj.png
http://i.imgur.com/AV0EISM.png
http://i.imgur.com/BAORcIg.png

• edited the bridge to house on third to counter some of the sniper’s sightlines and to fix those tiny-pixel shots.

• fixed explosions through ramps (re: the post in this thread, thanks for feedback!)

next (and probably final) version will be within the next month most likely – we’re going to wait for feedback on how gameplay plays out before making more changes unless there is something critical – after another post here I’ll post up a planned-changes changelog

DL : http://forums.tf2maps.net/downloads.php?do=file&id=5439


Last edited by lawn,

unu

Do you still hate the map bubble?


Last edited by unu,

Quoted from unu

Do you still hate the map bubble?

not as much

next version changes are mostly geared towards making the map play feel smoother.

• removing props that are not solid (such as some of the pipes on third)
http://i.imgur.com/tPoB5tW.png

• removing some cluttery props that are solid but add nothing to the map, have the potential to fuck up rocketjumps and make the map feel clunkier
http://i.imgur.com/2NihtVL.jpg
http://i.imgur.com/U3TSlnd.jpg

• fixing certain areas of terrain to make the map feel smoother when moving around/less clunky again
http://i.imgur.com/t0BiUZV.png
http://i.imgur.com/p2c1raI.png

• moving these boxes closer together to stop cart-sniping from the moment the gates open
http://i.imgur.com/eSzhbVc.png

• working on consistancies (eg: in screenshot 1, one of these ledges you can stand on and the other you can’t, and in screenshot 2, it makes more sense for there to be fence here)
http://i.imgur.com/u2UZ3GZ.png
http://i.imgur.com/NqcAT7e.png

• fixing some more tiny/usually unimportant clipping issues, such as walls that you can stand on
http://i.imgur.com/gy543Nm.png
http://i.imgur.com/ddAl6Ef.png
http://i.imgur.com/UT3JyEP.png

if anyone has any bugfix or balance suggestions based off of playing the map, please post here

there’s the possibility of changing this into a medium ammo kit
http://i.imgur.com/BAORcIg.png
thoughts?


Last edited by lawn,

kzr_

gR.

Quoted from lawn

[…]

http://i.imgur.com/U3TSlnd.jpg
http://i.imgur.com/u2UZ3GZ.png
http://i.imgur.com/gy543Nm.png

please don’t, I use it a lot …

kindred

myx
SDCK!

Quoted from kzr_

[…]

please don’t, I use it a lot …

what is “it”

Fix that please: http://i.imgur.com/ziKIAo4.jpg

kzr_

gR.

Quoted from kindred

[…]

what is “it”

1st link – the prop over the lines, sometimes I just sat there with CnD for calls porpose or lucky dropstab;
2nd link – If you face a babysitter pyro (a pyro really commited to spychecking) but that isn’t height oriented, it may be the only alternative to stay there invisible;
3rd link – u can jump that metal red prop to the other prop and stay there invisible by the fence and even use it as a path, I sometimes use it if I’m on blu and waiting for my combo to coordinate a sap w/push or on red if I need to get some pick.

#spystratsrevealled

kindred

myx
SDCK!

Quoted from kzr_

[…]
1st link – the prop over the lines, sometimes I just sat there with CnD for calls porpose or lucky dropstab;

that’s dumb, there’s a roof right above it that does the same thing but flames can’t reach it

Quoted from kzr_

[…]
2nd link – If you face a babysitter pyro (a pyro really commited to spychecking) but that isn’t height oriented, it may be the only alternative to stay there invisible;

i don’t even think you can get up there as a spy, but there is literally no reason to even be there in the first place

Quoted from kzr_

[…]
3rd link – u can jump that metal red prop to the other prop and stay there invisible by the fence and even use it as a path, I sometimes use it if I’m on blu and waiting for my combo to coordinate a sap w/push or on red if I need to get some pick.

what? no, you can’t be serious
he wants to remove the piece of shit wood that’s sticking out and blocks you, not the entire fucking spy route

Quoted from kzr_

[…]
#spystratsrevealled

o-k

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