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pl_woodbridge (Highlander)

Created 2nd January 2015 @ 19:33

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jakeowaty

I’m just saying in general. I’m not pointing out specific places on maps. Uneven horizontally map parts are vital for the gameplay.

Spriggan

Quoted from Spycy

You can see throught some wall around 3rd

http://cloud-4.steamusercontent.com/ugc/55500119903832095/FF3D53DB848DC25C45A14E6B92EFA040C64D07FC/

what’s hud?

Spycy

TC.Express

Quoted from Spriggan

[…]

what’s hud?

CBHUD Master


Last edited by Spycy,

b33p

(ETF2L Donator)
-st-

I don’t mind hosting a spreadsheet mix or two for this map if people were willing to sign up to play it. Looks like it has potential.

b33p

(ETF2L Donator)
-st-

played lobby with mumble (9 short for playtest doublemix) got stv.

http://logs.tf/631405


Last edited by b33p,

Aero

Thanks again for playtesting! I got some really good notes down from watching that demo, so it definitely accomplished something (I hope). Here’s hoping it’ll make a6 even better! Look out for a new version within the next day or so.


Last edited by Aero,

b33p

(ETF2L Donator)
-st-

Quoted from Aero

Thanks again for playtesting! I got some really good notes down from watching that demo, so it definitely accomplished something (I hope). Here’s hoping it’ll make a6 even better! Look out for a new version within the next day or so.

I really like it — reminds me of Upward and Swiftwater. The flanks seem quite extensive, but haven’t played it enough to know whether this is good or bad. Will try and get spreadsheet mixes for this, and lobbies with mumble (though I know this isn’t great, it’s something).

Aero

a6 is out! I nerfed a few RED-favoring flanks and generally cleaned up some props and surfaces. Cheers to everyone who playtested a5 and gave me invaluable feedback. Let me know what you think!

Download: https://www.dropbox.com/s/hcvw5tt4s177psh/pl_woodbridge_a6.bsp?dl=0
Screenshots: https://imgur.com/a/pR8no
Changelog: http://pastebin.com/W97DZAMg

b33p

(ETF2L Donator)
-st-

Playtested in a div2+ spreadsheet mix. Have STV and comms and my stream with comms, added again.

skyro

#SaveMelee

If we can’t play swiftwater, might aswell play this if it’s similair. I’ve missed Swiftwater in the etf2l mappool for a while, some new payload blood will be nice.

Looking forward to the next playtest.

Point 1 was decent, point 2 is a bit worse but everything past that is really poorly thought out in terms of flanks and sniper sight lines.

b33p

(ETF2L Donator)
-st-

Quoted from kKaltUu

Point 1 was decent, point 2 is a bit worse but everything past that is really poorly thought out in terms of flanks and sniper sight lines.

Just after point 2 seems a bit open, but maybe that’s just ’cause default textures. For me the little corridor between 1st and 2nd is the only issue with point 2.

I quite liked last. Why didn’t you like after 2nd?

sno

UbeR |
itsallgood

cp_orange style :D

Aero

Woodbridge a7 is here, and it has textures! R.I.P. pl_orange; long live pl_woodbridge_a7! I also made a few bugfixes, added a new skybox, and changed some stuff around. You can find the full changelog below.

Let me know what you think! Here’s hoping it’s a little more playable now that it’s not full of dev textures.

Download: https://www.dropbox.com/s/ty7i7yosft6478j/pl_woodbridge_a7.bsp?dl=0
Screenshots: https://imgur.com/a/ZMlHY
Changelog: http://pastebin.com/mHQExZcN

b33p

(ETF2L Donator)
-st-

http://puu.sh/eZDjF/5cfd86d51d.jpg

This is horrible, not just to look at but you removed the exit of this room (from blu perspective) which makes a highly defensible space even more defensible, no?

http://puu.sh/eZDvz/0a65729dea.jpg

If not for any other reason to reinstate that passage, this place looks so boring.

On last point, it seems like a long way to walk to push last. if you consider upward and swiftwater you don’t need to walk so far to push cart towards the end. However maybe in borneo and badwater you could argue you do. I don’t know, seems a bit long for me, is all.

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