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cp_logjam (5CP)
Created 17th June 2014 @ 23:12
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just looks like it would make standing on mid a fucking deathtrap which would not promote agressive play at all. scouts dancing up there sollys that you cant splash etc.
A possible way to do it would be to make the bridge ramp up slightly at each side, and be just a bit higher overall. That would make it much harder to spam across the map and brake the sniper sight line a little. it would also making under bridge more viable.
Here’s a pre beta 18 to try- I don’t know if this bridge will work well or not, but I think it would look better than raising the point- so give it a shot and let me know.
https://www.dropbox.com/s/693evsm36dq10db/cp_logjam_b18pre1.bsp?dl=0
So from what I heard from early testing is the truss bridge sucked.
You’ll see the final b18 tomorrow with a better bridge.
cp_logjam_b18
Download:
This version, barring any serious issues I may have missed (pretty sure I got everything for once though), will be your version for ETF2L S20.
Changes: https://www.dropbox.com/s/d2oh08d9qwcxl3d/cp_logjam_b18.bsp?dl=0
Changes made b18pre1 to b18
Removed the truss bridge on mid
Raised the bridge in the middle
Added ramps by lower exit from logroom to the corners of mid
Added planks up the rocks to the bridge on mid
Modified the terrain below mid
Changes made for b18pre1
Fixed a clip brush being missing at blue second
Added a bit of detail outside of last’s windows
Added mashed potato’s final resting place
Removed an extra plank pile on mid
Made it so the ramp in logroom comes up to mid all the way as a ramp at the same angle
Added a grate that you can see through but can’t shoot through to look into sneaky/secret.
Moved the entrance from sneaky away from the point by a smidge.
Added a small lip around the glass on last that you can walk on.
Detailed/retextured last.
Modified mid to add a truss bridge design on the bridge, and adjusted the bridge’s size and shape a bit.
Made grates render at last and made sure you could not splash/shoot through them.
Made choke a touch wider at mid
Screens:
http://imgur.com/a/u8ONN
Edit: and here’s a video showing some of the changes from S19 to S20’s logjam: https://www.youtube.com/watch?v=6m6gS3Ah4Vg&feature=youtu.be
Last edited by Hyce,
and here’s a video showing some of the changes from S19 to S20’s logjam: https://www.youtube.com/watch?v=6m6gS3Ah4Vg&feature=youtu.be [/quote]
Love it, and worth to check it out cause its a huge difference :D
Last edited by Raptor,
flickering line is gone, however now both roofs are … “missing”
Last edited by Netsky,
Yeah I managed to forget to write down those roofs in my notes and then subsequently did not fix them. Oh well- something for the next version. So far I haven’t heard of anything game breaking in this current version so I doubt b19 will come out prior to when it gets played in season.
Good, I’m glad. Hopefully it works out better than the old one- I think it should.
Also I really appreciate any posts in this thread- good or bad- I’m not an active member of the ETF2L comp scene and I can’t catch all the streams because of classes or work so I don’t really hear much about the map. All I really know is what people post here, or what people tell me.
the bridge is nice. imo the cave area where you can go behind this wall still doesn’t feel quite right but i think the map and esp mid are really coming together quite well now. new logroom is swag. gj hyce
I’ve got to fix a few minor things before Logjam gets played next week.
If anyone finds any little bugs, let me know ASAP.
Current things for the fix list:
Need to move forward spawns at mid and 2nd to fix sniper bullshit
Try to find a way to get the wood piles back on the bridge at mid
Fence just past the bridge over lower logroom clips players jumping into it from below
Spawntimes can change on cap
Multiple bullshit roamer spots that Sideshow leaked to Permzilla
Fix a hole in cave
cp_logjam_b19
Pretty much just bugfixes/weird spot fixes for ETF2L S20.
Changes:
Moved the forward spawns on mid a touch to prevent stupid sniping
Fixed some fences on mid having an odd hitbox
Clipped lights high up above spawn at last
Fixed a bug where you could stand on top of the steep slopes on mid without surfing
Fixed a roamer spot above choke that was way OP
Raised spire by a very small amount to fix a weird sniper sightline from window to the logroom HP
Fixed a hole in the map in cave, by the connector to choke
Modified the way lower logroom comes out on mid by a touch to try and fix a sniper sightline (there’s no real good way to do it without ruining the flow)
Added the plank piles back on mid, moved the ammo packs back by them
Changed the way respawn times work to try to fix an issue where respawn time lengths got changed
DOWNLOAD: https://www.dropbox.com/s/3ikl9ttupklq1yc/cp_logjam_b19.bsp?dl=0
Too late IMO, you should have just waited for the season to end for this.
Also, is the map going release candidate before next season? Since after having the map in 2 seasons already would make it understandable enough to be out of beta.
Quoted from Bloodis
Too late IMO, you should have just waited for the season to end for this.
Also, is the map going release candidate before next season? Since after having the map in 2 seasons already would make it understandable enough to be out of beta.
this version doesn’t even change anything major gameplay wise, it’s just bugfixes and that kind of stuff, why would he wait to fix bugs?
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