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cp_obscure_remake_rc1 - Need a Mapper

Created 4th August 2009 @ 15:16

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byte

Quit your whine koeitje, the deadline was last Sunday unfortunately we couldn’t reach it the league started yesterday the maps aren’t being played for a good while in the league yes i know it’s in the cup but i guess you’ll have to play with rc1, you may not like it how it is but the majority do atm.

rc2 will be out very shortly, don’t you think i am trying? Don’t you think it’s crossed my mind that i have to get it out asap?

Sorry space will be out shortly my good friend, koeitje i suggest you continue making your map http://etf2l.org/forum/maps/topic-7521/?recent=122928

Let me know how its going :)

Cheers

Byte

WARHURYEAH

GlueEater

I demand a preview/tease of RC2! I quite enjoy obscure tbh.

Ched

.tony

Someone is making an awesome map for free, lets complain.

But in all srsnss I’m really looking forward to rc2. I want to see all these ‘big changes’.

bpf

rockit

Quoted from Ched

Someone is making an awesome map for free, lets complain.

But in all srsnss I’m really looking forward to rc2. I want to see all these ‘big changes’.

i dont think that anyone is complaining THAT he is making a map, but that this map is now in the leagues while its still in beta status

cheee

fa»
[SpA]

its harder to cap last, except for that its better than fastlane

stko!

-9m-
-9m-

Quoted from bpf

[…]
i dont think that anyone is complaining THAT he is making a map, but that this map is now in the leagues while its still in beta status

cp_freight?

Koeitje

AUTOBOTS

Quoted from bpf

[…]
i dont think that anyone is complaining THAT he is making a map, but that this map is now in the leagues while its still in beta status

Exactly. Especially with major changes coming, it is pretty much pointless to play pcw’s on it at the moment (if I got to believe all the marketing talk by Byte). That’s why I am asking: will it be done within a week or so. And if it’s not: will we play the new or the old version this season? I just got the feeling the map is being pushed into the map pool even with it flaws for the sole reason that Byte made it.

(although I don’t know if Byte is actually mapping or he has got some puppet to do it for him :D)


Last edited by Koeitje,

Quoted from bpf

[…]
i dont think that anyone is complaining THAT he is making a map, but that this map is now in the leagues while its still in beta status

I don’t really see how that matters if the betas/rc’s of this map are better than any alternatives which are apparently finished :s Now you can argue whether that’s the case or not (personally I really like it :D) but given that there’s not any huge gamebreaking bugs I can’t see beta status being a problem in and of itself. I mean why ignore a very good map now simply because it’s may become a truly great map later?

Also I can’t wait for rc2!!! :D

byte

If possible i need Runesky,Honeymooostard,Coco,Wildcard,Baerbal and NOT-HIM if they are around 2night (wednesday 10th) to do shadow testing (as i can’t do this by myself) and ‘one-off’ checking.

Then ladies and gents i can confirm to you it should be out today i.e. 10th. I will do an update shortly when i release.

Now i’m tired and have work soon ¬_¬.

Good night!

Cheers

Byte

hykleri

hmm… I don’t want to whine or anything, because it’s really good that you (with someone) are making a competitive map, but the problem is the deadline. You shouldn’t say It will be out today, tomorrow or anything if you are not sure about that. Ok, you said “if the testing goes well” and ok, many people are waiting for the map so there is pressure on you, but just tell us “when it’s done” next time. Better than staying up late, waiting for the map which isn’t ready for release.


Last edited by hykleri,

byte

Aye true i’ll stop saying that however it was the case on so many times but we have certain glitches that we did not expect mate and they have an affect of when a product (in this case a map) is to be delivered.

A perfect example is tonight i needed to do shadow testing as it was fixed but we entailed upon another problem with shadows showing through walls… which will break the game play. If you try it in rc1 with a friend you will notice you can see shadows through walls.

Thanks to Honey and Wildcard for testing with me tonight, myself and Larky have come up with a solution for this fix again if it wasn’t for this unforeseen occurrence then it would of been out by now today at 11pm…

What can i say, i’d rather deliver a product professionally than have these mistakes again in an update, but yes i’ll stop saying when its out. I apologise to you and whoever else stayed up to download it, alot of support and dedication off you :)

Stay tuned tomorrow is all i will say :)

Cheers

Byte


Last edited by byte,

Rats! Curse those loathsome shadows!

byte

<3 Space

Cheers

Byte

Admirable

(Toucan Ambassador)

I love this map but I have to question why similarly paced maps like yukon, fastlane and gullywash get a such a tough time of it? :D

Use your mad PR skillz Byte!

byte

Rargh, it’s finally out. This update being the most controversal update since the project has started i’m guessing some may come back and say “why have you done this much change in a release candidate” version. Good point, after experiencing this map at a top tier level and public community level more than once i found the flow not very fast to my liking. This would apply to attacking cp2 -> cp3 and cp2->cp1 (top lobby to cp1). Also attacking cp1 would be very hard to cap on a 12v12 server. Yes it would be for any other map but in this case it’s even harder i believe.

I’d like to mention that the lateness of rc2 was due to me as i asked Larky to put alot of additional stuff into the map and some changes as well. So i do apologise to those who have played with rc1 in the cup, however i can hopefully say unless some map guru comes along and states otherwise no fundamental elements of the map will be changing the final rc versions will just be visual and tidy ups for fps along with some details.

All the additional routes added are linear to the already existing routes. With the new changes this makes defending harder due to more “blind spots” added however attacking is much easier between cp3 to cp2. Along with a additional blind spot added to cp1 staying in lobby is not an option anymore i believe. With the top entrances changing slightly this makes attacking the “cat walk” also easier.

.::. So what’s different in rc2? .::.

– Capture point 3 house building structure internally has changed so that it is no longer sticky heaven. A demo can no longer hold the house inside but only from the outside. (Sorry my brothers! :p)
– A new route has been added inside the ramp room which follows to capture point 3 without being seen. It will require one of the enemy teams solely to watch or look after this exit. Also it allows at the start of each round for anyone to flank the sniper even more (perhaps a soldier rocket jumping up? ;))
– A new game play has been added for the sake of medic/scouts/engineers mainly who can now access the small ammo and health pack on the crate. ;)
– The shed when you are pushing through the house from cp3 to cp2 (the shed on the right) has now been lowered allowing scouts to double jump from the shed to the crate as well.
– This enables now a scout to practically do a 95% aerial 360degrees route on the whole of cp2.

i.e. If you push from the house in cp3 –> double jump onto the shed –> double jump onto the crate –> double jump into the hole in the house –> double jump back onto the truck –> double jump onto the 2 rocks –> double jump to the balcony –> double jump to the cp2 spawnshed area –> double jump onto the wire spindles – I make that a 360 aerial coverage almost =)

A nice new addition to the map for scouts to annoy enemies : >

– Added some tracks to portray the lorry leaving the area on capture point 2
– Added a few extra barrels on the corner of the curved wall attached to the balcony (for a good reason, figure it out! :))
– New visuals all over capture point 1 including a drain/water sewer type visual.
– Cameras added to the map also has a view point through them. So when you die you can spec through all your team mates as stanadard; Also through the cap points depending on what you have capped.
– Right side of capture point 1 has changed slightly making it easier for the attackers to attack put pressure and at the same time have a probability of winning the area fair and square.
– Lots of fps tidy ups still some areas are being tweaked but getting there.
– Storage room has been tidied up.
– Alot of clippings introduced to stop people whinging about getting stuck. If you do spot an area where you get stuck please free to post in this thread with a screenshot thanks.
– Capture point on capture point 2 visual has been changed a tad.
– The broken rocks in the lobby are no longer hollow, stickies can not be placed in them.
– A new staircase for the new “hole” in the left building on capture point has been added also it ties in with the boxes to double jump off.
– Added a new small ammo pack in the new route from the ramp room to capture point 3
– Capture point 3 is now wider due to the blind spots being used.
– Wooden fence removed from the small ramp to get to the mini balcony on capture point 3. This allows soldiers demomen and scouts to get on a cp3 with ease also attack the sniper with less damage doing a rocket jump.
– Can no longer stand on the speaker phones above capture point 3.
– More visuals entered in the outside enviroment i.e. from capture point 1 spawn and capture point 1 etc…
– More lighting added/changed for tidyness
– Width of the balcony has slightly increased.
– Gutter colours now co-incide with whatever side your on, on capture point 2
– Small spot lights on on capture point 1 added too.
– Fps should of increased especially from lobby.
– Lots of other tidy ups (still more tidy ups to do though)

(last thing for those who don’t use a fps configs which lets you play in 4 bit per pixel game gear mode)

– Look up into the sky ;)

Okay so quite a big update? Aye and some would say it is not correct to do such changes in an rc2 version but i can only learn from my own mistakes. Despite
the status of rc1 the majority still enjoy it which i find overwhelming as always so with this update you should be even happier. For those emo’s and ungrateful players who take things for granted and just “expect a map” and critisize because thats all they have brains to do, i hope this changes your mind a little.

Apologies to those who stayed up waiting for rc2 on the deadline. Also i apologise to those who have got used to rc1 i can’t see these new routes affecting your team play much however it will mean your blind spots “covering” within your team will have to be compromised.

Again constructive feedback is always welcome, if you find any clippings missed visuals messed up and so on please feel free and message me on on this thread or on irc.

.::. Download link for cp_obscure_rc2 .::.
http://fakkelbrigade.eu/byte/cp_obscure_rc2.rar

The portfolio will be updated shortly after i speak to Absolute.

Cheers

Byte

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