Forum

cp_logjam (5CP)

Created 17th June 2014 @ 23:12

Add A Reply Pages: « Previous 1 ... 23 24 25 ... 36 Next »

Popcorp

http://i.imgur.com/wxN2vQY.jpg you can go through this

http://i.imgur.com/JV1pDJU.jpg you cant jump on this thing

http://i.imgur.com/ByOOJ7d.jpg still exists on 1 side

http://i.imgur.com/GtbgKTA.jpg you can surf all the way up there


Last edited by Popcorp,

LaMqTa

fenneks

We(TF2Pickup.net) will wait for these bug-fixes and will upload it to the gameservers and the website. The changes seems really nice, keep it going, just fix these minor bugs! :)

Jerome

dgenr8

Quoted from Popcorp

http://i.imgur.com/JV1pDJU.jpg you cant jump on this thing

I think that’s for scouts to get on the point

weird contrast:
http://i.imgur.com/eQbCYvg.jpg http://i.imgur.com/R4apKtg.jpg

displacement glitches:
http://i.imgur.com/iIfIHoS.jpg (in choke)
http://i.imgur.com/ylFNImR.jpg (both sides)

Popcorp

Quoted from Jerome

[…]
I think that’s for scouts to get on the point

You can’t jump on it, I accidentally said “can” then I just edited it.

rockie

http://i.imgur.com/9xpBDql.jpg

i guess you should make the roof unaccessible on both sides

Hyce

HOTFIX INBOUND…

cp_logjam_b12f

Changes:
-Fixed a major ramp being missing at blue second
-Fixed a rock clipping through into logroom
-Raised and clipped the roof above the high exit from 2nd (so it seems less like you should be able to jump on it)
-Modifed some textures at last to look a bit better (this will be ultimately fixed when I do a real artpass at last, coming soon)
-Fixed a few displacement errors in cave
-Fixed the building after blue cave by mid being not the same as the red one (this has been in for like 6 versions and no one noticed? not even me? the ramp geometry is similar but very different… lol)
-Blockbulleted a prop you could walk/shoot through at 2nd (god dammit valve why u no collision model)
-Lowered and adjusted clipping on a pulley on 2nd spire for scouts
-Removed a small healthkit by blue forwards on mid AGAIN… must’ve been doubled lol
-Did not do a few small texture fixes because they require a lot more thought than just changing one texture. Will be fixed in future artpass.
-I couldn’t actually see any displacement errors in choke, but I smoothed out each seem anyways
-Redid the gravel displacement at 2nd so that the edges sow properly and smoothed it out in places

Download: https://www.dropbox.com/s/750vl086qmblpau/cp_logjam_b12f.bsp?dl=0

zhs

it still bothers me that you can get stuck here
http://goo.gl/MJeDG7


Last edited by zhs,

Hyce

cp_logjam_b14

https://www.dropbox.com/s/oud956vhkhpg6lb/cp_logjam_b14.bsp?dl=0

Fixed a very large clip brush being missing from blue 2nd


Last edited by Hyce,

ash

(Legend)
:D

WHERE IS b13???

Collaide

Quoted from ash

WHERE IS b13???

INVISIBRU

rockie

http://i.imgur.com/SxXa919.jpg

found minor things, pink water (both sides), that fence is actually climbable (both sides)

Hyce

I edited the post that I released B13 in.

People were getting annoyed at the F notation so I’m just going to increase the number.

Versions of logjam released today, for those playing at home:
b12
b12f
b12ff
b13 (same as b12ff)
b14

The major bugs are for sure fixed. Once I get more serious gameplay feedback or people say it’s good I will continue to update/artpass the map.

LaMqTa

fenneks

cp_logjam_b14 added to the TF2Pickup.net and the gameservers including the TDM! – 195.154.172.83:27018

Hyce

cp_logjam_b15

https://www.dropbox.com/s/l0t3mmrompe4550/cp_logjam_b15.bsp?dl=0

Changes for b15
Removed a pillar just outside of spawn at last to aid jumping
made the displacement ground around 2nd spire’s right side make more sense and flow better
Changed forward spawns on mid to have stop sign hand on them so that new players are less confused
modified the upper left exit out of lobby to permit the fast demo pogo rollout
changed the skybox to have clouds
Modified the displacements and props by the spire to make jumping up the right side of the spire as an attacker easier
Added a box on the right side of spire for scouts to jump on
Made some changes on mid to differentiate colors better (concrete floors, houses changed colors
Detailed house a bit
Detailed a bit of mid (nowhere near done)

http://i.imgur.com/b0FZUII.jpg
http://i.imgur.com/Q9FhROs.jpg
http://i.imgur.com/MANL9h0.jpg
http://i.imgur.com/LvrLdpU.jpg

Hyce

cp_logjam_b16

https://www.dropbox.com/s/y1elqpg742gw2b7/cp_logjam_b16.bsp?dl=0

Changes for b16:
-Made it clear where you can ramp slide by reverting back to a concrete ramp
-Modified choke so that there is a way for attackers going from 2nd to mid have a way of gaining high ground and an easier way to peak/spam house.
-Made it so you can’t climb on the fence at second
-Fixed a strange unclipped spot by the transition from cave to mid
-Fixed some clipping above house preventing a granary-esque roamer bomb
-Moved two small plank piles on mid so that medics can jump on to the larger plank piles on mid (hey admirable)
-Modified some clipping on the dirt piles at 2nd

Screens:

http://imgur.com/a/jdT9V

Add A Reply Pages: « Previous 1 ... 23 24 25 ... 36 Next »