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cp_gullywash_pro

Created 13th February 2009 @ 22:02

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cheee

fa»
[SpA]

I really dont like the wall at the last point, it just makes me feel that theres not enough space down there.

I love that wall! gj arnold
Why is there no 6on6 history in your profile Arjeni?

cheee

fa»
[SpA]

sorry, double-post :(

Arnold

DAKKA

http://www.uploadgeek.com/share-867C_4A722AB5.html – Got stuck here, if you jump+crouch spam you can get off.
http://www.uploadgeek.com/share-2F6F_4A722AD2.html – Two brushes?

m0re’s highhigh config btw.

thnx for showing me the getting stuck spot.
the overlapping brushes are known and will be fixed.

thnx for telling me.

about the wall: haven’t really had enough feedback on it to decide wether or not i should remove or adjust it. I’ll just wait and see.

btw if anyone is playing the map don’t hesitate to tell me i’d be happy to spectate.

Arjeni

Che, Im a pickup “hero” :) the little time I have played this game

EnergizeRr

[CZetaX]

Stickies in the lamps doesnt work.

cheee

fa»
[SpA]

it’s added to the german pickup mappool

Arnold

DAKKA

glad to hear that :)

wer

pulkai
tfortress.no

EnergizeRr, thats a tf2 bug, not a map bug afaik.

EnergizeRr

[CZetaX]

ok

Largos^

PRO

I’ve always liked the battelements as an entrance to last for an attacking roaming soldier and a scout.

It’s handy but only moderately used on defense in my experience. Here’s my take on it:
I don’t agree with being able to capture the 2nd point on the rafters above the point. If you forced players to stand on the point below, it would give defenders the chance to attack the point from above.

Doesn’t this picture just scream “Kritzkrieg potential”? :-)

http://i293.photobucket.com/albums/mm52/X..

Arnold

DAKKA

i know what you mean, but 2nd point shouldn’t be too easy to defend, it already is a pretty hard point to attack if both teams are at even grounds (equal amount of players and ubercharge)

Problem is that battlements should be used more, i think people just don’t realise the potential of it yet. you have a medium healthpack, you have height advantage, you have the option to spam from a tiny gap whilst they can’t really damage you. it should be used more but i think people are more used to just jumping on the enemy. a demo can easily hold players of the top of the capture zone if he is standing on the battlements.

archy

hey, just spend half an hour having a closer look at gullywash: i found some stuff that i want to point out:

there are 2 doors at BLU last point having this little bug when moving around them:

http://img5.imagebanana.com/view/ient9e4s/cp_gullywash_rc90000.jpg
http://img5.imagebanana.com/view/di3m1rqa/cp_gullywash_rc90001.jpg
http://img5.imagebanana.com/view/4gcifqyw/cp_gullywash_rc90002.jpg
http://img5.imagebanana.com/view/oc0blhbz/cp_gullywash_rc90003.jpg
http://img5.imagebanana.com/view/xjme2lsm/cp_gullywash_rc90004.jpg
http://img5.imagebanana.com/view/7ez11a1y/cp_gullywash_rc90005.jpg

btw i’m using m0re cfg but i dont think that this bug is affected by the cfg because it’s at BLU base only.

further: just wondering: is this supposed to be like this? flying stickies? :D

http://img5.imagebanana.com/view/hv8tr87/cp_gullywash_rc90006.jpg
http://img5.imagebanana.com/view/sb3e3y5u/cp_gullywash_rc90007.jpg

also there is this known sticky door bug at bottom right door:

http://img5.imagebanana.com/view/mctr3z87/cp_gullywash_rc90008.jpg
http://img5.imagebanana.com/view/e2y2q7g9/cp_gullywash_rc90009.jpg

and the last thing that i found is this:

http://img5.imagebanana.com/view/zhwiimsm/cp_gullywash_rc90010.jpg

btw: i was kinda lazy to look through previous posts and im sry if i pointed at something that hast been mentioned already. :(

hope i could help.

/edit: hope these links will work properly now..

wer

pulkai
tfortress.no

http://img9.imageshack.us/i/holer.jpg/
http://img228.imageshack.us/i/ledge.jpg/
http://img114.imageshack.us/i/overlap2.jpg/
http://img228.imageshack.us/i/overlap3.jpg/
http://img370.imageshack.us/i/overlap.jpg/
http://img9.imageshack.us/i/waterfallw.jpg/
http://img114.imageshack.us/i/blured.jpg/

also many of your doors like those archy_7 AT linked to above leads to strange places when u think about it.
u got some doors placed where its just a very thin wall behind, or places thats too tiny to place a room. just details, but it doesnt make sense :)

Springer

DAKKA

rc8 > rc9

known issues:
*overlapping textures i somehow fail to notice
*small clipping issue at blu last point (nothing major)
*some more overlapping textures

Memento Mori

Decoration on inside of CP1 entrances could be clipped I got stuck a little.

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