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koth_viaduct_pro7 released

Created 23rd April 2015 @ 18:03

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lawn

︻芫═一☺
hp

http://fakkelbrigade.eu/maps/koth_viaduct_pro7.bsp

http://teamfortress.tv/thread/24635/koth-viaduct-pro6-release


Last edited by lawn,

HartzFartz

(ETF2L Donator)
0fo
0FO

koth_pro_viaduct6 hell yeah you heard it boys.

edit: nvm title got changed


Last edited by HartzFartz,

Bloodis

(Legend)
(๑╹ω╹๑ )

nevermind the mapfile was still different than the title name, misread


Last edited by Bloodis,

kKaltUu

UbeR |
-chess-

great work bubble and fubar

lawn

︻芫═一☺
hp

Quoted from Bloodis

nevermind the mapfile was still different than the title name, misread

fixed

oops

nole

BWB

+1 for basketballhoop

Pstric

looks nice but what we will play on week 6 hl?

Pete_

PrettyGay

reminds me of playing bball 8)

Selek

Dr. med.

Pro Viaduct is becoming more and more of a staple competitive map. I can’t really think of a KOTH map that well-suited for every class at once. Maybe the smaller fence will lower the OP-ness of Sniper on the map a bit. Now we just need to ban Loch’n’Load and it will be perfect *cough*.

Great job!

And I have to say, that is a lovely easter egg. Simple, but fun :)


Last edited by Selek,

lawn

︻芫═一☺
hp

Quoted from Selek

Pro Viaduct is becoming more and more of a staple competitive map. I can’t really think of a KOTH map that well-suited for every class at once. Maybe the smaller fence will lower the OP-ness of Sniper on the map a bit. Now we just need to ban Loch’n’Load and it will be perfect *cough*.

Great job!

And I have to say, that is a lovely easter egg. Simple, but fun :)

gone in next version because people didn’t like the secret room stuff, there’ll be something else I’m assured though

Selek

Dr. med.

It doesn’t even effect gameplay… that’s sad to hear.

lawn

︻芫═一☺
hp

http://fakkelbrigade.eu/maps/koth_viaduct_pro7.bsp

pro7 out already lol

changelog (probably missing stuff as always because me and fubar are bad at this)

some hiding spots have had shadow bleed entirely fixed to minimise fps cfg disadvantage (eg: the one giraffe asked about removing the metal sheet from before)

stickies no longer poke through the metal sheet at china

the hidden room was removed (YOU DID THIS)

texture-seaming on cliff has been significantly improved (much less ugly lighting)

lighting indoors has been slightly (probably not very noticably) improved

as always, lots of clipping, map holes etc have been fixed

the rocks behind either side of point have had ‘hitbox’ improvements

known bugs (we can’t fix them before release as fubar is gone for a while :<)

pixelwalk near cliff still exists

clipping on box near point kinda sucks atm

outside background detail that benroads suggested (can't be done with major changes but I'll note it anyways)

http://puu.sh/hqa8s/3814469a07.jpg

part of the cliff texture disappears where clipping was fixed if jumping

prop draw distance is wrong
tiger mafia: http://images.akamai.steamusercontent.com/ugc/716413223224498418/C2C7FBA323DDE86B4717BAE09BC7FDF65B3A25E8/
tiger mafia: http://images.akamai.steamusercontent.com/ugc/716413223224498952/B1CDFFD26119F6FBD5394D0905AD9B9BE58BFB8F/

unu

Please fix the announcer, I’m tired of not being notfied when my team caps or loses the point.

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