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cp_gullywash_pro

Created 13th February 2009 @ 22:02

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Imo, both of you are right although Soldier does seem to seem to have a little worse with those ledges than Scout (Which could also be the fact I’m a Soldier main).

Overall, the map is quite nice I suppose. I just fucking DESPISE all those little edges, elevated lips and corners that I always get caught on especially on mid.

Andee

GoT<3
HoT<3

Just no-clip. Solves everything

Black_Bob

[DA]

Great map even flows well on public.

Mark

Phase

Here’s a tip for any mappers, if you use blockbullets instead of playerclip, it’ll block rockets as well as players, so you won’t get the explosion bug on things like stairs, that Fragga was talking about. Make sure you tie the blockbullets brush to func_detail.

compton

cvx|

Quoted from Koeitje

I love how you turn everything into a”n “omgomgomg soldier UP :*(” argument.

Agreed, but Fragga actually has a point here. Those little edges are simply frustrating, especially cause mappers cba to do a quick fix to prevent it happening in most cases.

See this. Scout takes 0 dmg.


Last edited by compton,

Koeitje

AUTOBOTS

Quoted from compton

[…]

Agreed, but Fragga actually has a point here. Those little edges are simply frustrating, especially cause mappers cba to do a quick fix to prevent it happening in most cases.

See this. Scout takes 0 dmg.

Stop shooting the floor like an idiot. I ain’t complaining if I do 0-40dmg as a scout because I can’t hit a target at that range in those situations. Just learn to actually aim your rockets and its problem solved. There are some situations where the bug actually happens when you have to shoot there, but that happens like once every 100 matches or whatever. And can still be solved by actually hitting a direct hit.


Last edited by Koeitje,

Traxantic

TLR

Quoted from Koeitje

[…]

Stop shooting the floor like an idiot.

What kind of reply is that. You simply don’t have time to always aim correctly, which leaves you to a flick shot at the floor. You can’t expect everyone to have a perfect aim. It shouldn’t even be that way. Problem is solved when it is fixed, not when everyone “stops shooting the floor like an idiot”.


Last edited by Traxantic,

Koeitje

AUTOBOTS

Quoted from Traxantic

[…]

What kind of reply is that. You simply don’t have time to always aim correctly, which leaves you to a flick shot at the floor. You can’t expect everyone to have a perfect aim. It shouldn’t even be that way. Problem is solved when it is fixed, not when everyone “stops shooting floor like an idiot”.

Why can scouts aim correctly all the time then? Or demo’s using nades? They shoot where the enemy is. Not at the floor. And don’t give me the “zomg rockets are slow” bullshit, because the moments when it’s the hardest to aim is when they are really close and surprised you. Like when they come up from behind. Scouts and demos still manage to nail direct hits then, seems like most soldiers prefer the dumbed down shooting at floor strat.


Last edited by Koeitje,

compton

cvx|

Quoted from Koeitje

[…]

Stop shooting the floor like an idiot. I ain’t complaining if I do 0-40dmg as a scout because I can’t hit a target at that range in those situations. Just learn to actually aim your rockets and its problem solved.

What a nice way to mix completely external arguments into a discussion about map design. I always thought you post shit without thinking but this tops the chart. I could’ve taken the bait when I was 15, but I avoid arguing with braindead people nowadays.

Byebye have a nice life

Koeitje

AUTOBOTS

Quoted from compton

[…]

What a nice way to mix completely external arguments into a discussion about map design. I always thought you post shit without thinking but this tops the chart. I could’ve taken the bait when I was 15, but I avoid arguing with braindead people nowadays.

Byebye have a nice life

Wow, actually aiming is not-done in an fps game. I’ll take note of this. I’ve played loads of soldier in 6v6 and ive seen this stuff only happen once or twice (once on the spire and prob sometimes on a stairs to). But I did once kill a scout by shooting through the bridge @ badlands on purpose. Or is that also a bug? The holes on the spire and bridge can be used to a soldiers advantage (esp with the easy splash). The stairs and train tracks are bugged, but it’s nowhere near as bad as you pretend it to be.


Last edited by Koeitje,

Traxantic

TLR

Quoted from Koeitje

[…]

Why can scouts aim correctly all the time then? Or demo’s using nades? They shoot where the enemy is. Not at the floor. And don’t give me the “zomg rockets are slow” bullshit, because the moments when it’s the hardest to aim is when they are really close and surprised you. Like when they come up from behind. Scouts and demos still manage to nail direct hits then, seems like most soldiers prefer the dumbed down shooting at floor strat.

lol.. Nevermind.

Koeitje

AUTOBOTS

Quoted from Traxantic

[…]

lol.. Nevermind.

Explain. I would love to see your logic about not having time to aim.


Last edited by Koeitje,

Arnold

DAKKA

I’ve been spending a few days improving gullywash so i’m throwing up a test version for people to look at.

changelog

*minor change at first spawn to prevent classchange abuse when defending last cp
*widened the long hallway connecting last to balcony 2nd
*removed silly hills on middle
*middle bridge is now flat (removed the tiny height differences)
*bullet clipped most stairs so soldier rockets do damage
*removed tiny hill on 2nd cp
*fixed the famous middle roof bug
*major cosmetic change on cp2
*completely revamped 3D skybox
*fixed tiny bugs (probably created many more)

so heres a test version where people can have a premature look and, if they want, help me find bugs.

keep in mind that optimization is pretty much non existent in the test version
reflections are purple to remove those type mat_specular 0 in console.

download:

http://rapidshare.com/files/384714753/cp_gullywash_imp.zip

known bugs:
floating tree in skybox
skybox hills have a gap on blu side


Last edited by Arnold,

wer

pulkai
tfortress.no

nice!

will test and see if i find any bugs

LaMqTa

fenneks

Quoted from Arnold

I’ve been spending a few days improving gullywash so i’m throwing up a test version for people to look at.

changelog

*minor change at first spawn to prevent classchange abuse when defending last cp
*widened the long hallway connecting last to balcony 2nd
*removed silly hills on middle
*middle bridge is now flat (removed the tiny height differences)
*bullet clipped most stairs so soldier rockets do damage
*removed tiny hill on 2nd cp
*fixed the famous middle roof bug
*major cosmetic change on cp2
*completely revamped 3D skybox
*fixed tiny bugs (probably created many more)

so heres a test version where people can have a premature look and, if they want, help me find bugs.

keep in mind that optimization is pretty much non existent in the test version
reflections are purple to remove those type mat_specular 0 in console.

download:

http://rapidshare.com/files/384714753/cp_gullywash_imp.zip

known bugs:
floating tree in skybox
skybox hills have a gap on blu side

cp_prowash :D

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