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cp_obscure_remake_rc1 - Need a Mapper

Created 4th August 2009 @ 15:16

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byte

So here it is cp_obscure_rc4, now most of you are looking for nicer things every update i must admit, as i set that task upon myself through the rc stages lol. However in rc4 is more bug fixing, tweaks clippings and optimal placings that has been altered in this version.

With the huge success of the spawn timers of last being “fixed” or changed to some ppl the map is not being drawn as often which is good to see and is much less stalemate’y’ on capture point 1.

However something which to be fair some of you have suffered from is class changing abilities in spawn, knowing where to change and what not. So i’ve changed it so that now in capture point 1 spawn, there are two “compartments” which will basically give you the understanding that you can’t change class in those areas, and you have to change class within the resup cabinets territory.

There is also a new ledge at spawn which will allow projectile based classes to get up the top be healed and go aggressive to 3 (this is aimed particularly at soldier as he can now with 300 health get there the same time as a demo)

I will make this statement though, cp_obscure_rc5 is the version to watch out for, i think the new addition incoming to rc5 alot of you will love especially making it ALOT less stalematey. I can’t give you much details as of yet, but it should keep koeitje quiet for a while and others who whined about it! – Thanks goes to Torden for instigating the thought which led me to a new idea! So <3 Sivert!

So watch out for rc5 trust me it will be worth it. Also pay attention to the changes made about to list.

.::. Release Log of changes .::.

– Fixed rocks in the lobby near cp1, could get stuck at a certain angle (thanks Koeitje)
– Changed all the arrows following Valve's standards
Now altered the door at spawn on the left side so that a demoman/soldier can sticky/rj away from the start of the door! (This fix is just for you joske <3 :P)
– The ledge near capture point 3 spawn's has now been replaced as a snow hill so its smooth and flows well.
– Various fading object distances fixed, especially on blue side boxes in the left house also the wooden doors in the left house would disappear from distance if viewed from the right.
– You can no longer build a teleporter or any other building structures in the half door area on the right side of capture point 1.
– Some visual fixes on the right route side of capture point 1.
– Lots of lighting fixed, my thanks goes to the guy who posted a long reply about the lighting.
– Lots of other bugs mentioned by a few of you also fixed, no doubt i'm sure there will be others not found or mentioned yet so please feel free to post on this thread if you find any.
New small rocks co-joined with the biggest pillar on capture point 3, giving some height variation. This can be jumped on from the ground floor by a scout or from any class off the bridge onto the pillar.
TIMER IS NOW SET AT AN INITIAL 10:00 RATHER THAN 6:00, as much as i enjoyed having to see players pushed into making a move, my thanks to Jimmybreeze's explanation.
– Caputre point 1 spawn has been re-structured so that it is OBVIOUS and CLEAR where you can change class also added a new ledge to allow soldiers to take advantage and advance quickly to capture point 3.
– Loads of other bugs/fixes applied to which i can't remember all! :)

My thanks goes out to Torden, Jimmybreeze for input.

Also thanks to Baerbal and Honeymustard for map testing and finding all those bugs <3.

.::. Download cp_obscure_rc4 .::.
http://fakkelbrigade.eu/byte/cp_obscure_rc4.rar

Guys and Girls we are getting close to the final "half" of this map we need those bugs quashing!!!! so please pm me on irc or post on here with any bugs you find!

Forgot to mention NO i did not change the fonts!!!!!!!! i might consider soon :P

Anyway rc5 is the one to wait for and i'm very/pretty sure 95% will love the addition to the map. I'll leave you hanging and guess what it is.

Cheers

Byte


Last edited by byte,

octochris

(0v0)

I’ve got my anal specs on :D

These are pretty much all cosmetic, except for the first two.

http://i39.tinypic.com/2mdgr9w.jpg – I really don’t get the point of this, why do you think it is an upgrade to the prior versions of that area? All I see it doing is screwing up existing rollouts, and not really doing much else. If this was simply to differentiate the two areas, please do it in a different way, as this current one is completely over the top.
http://i44.tinypic.com/2gt53zd.jpg – This lamp is not set to clip.

Now for the cosmetics…

http://i43.tinypic.com/2i058cj.jpg – People commented on it in the last release but the issue has still not been rectified, the colours underneath both points are much too saturated and strong, and don’t fit in with the map (or TF2) colour scheme.
http://i42.tinypic.com/29ncsn7.jpg – There is still no back for this.
http://i39.tinypic.com/10cm23o.jpg and http://i42.tinypic.com/2h4jndv.jpg – The trees still disappear before they should.
http://i42.tinypic.com/675gsp.jpg – Black out of nowhere.
http://i39.tinypic.com/qnsr5i.jpg – This pipe clips into the ground in a really ugly way, you should make it look more realistic (implant it instead of just clipping it into the floor?)
http://i39.tinypic.com/5by7ax.jpg – Once again there is no back for this.
http://i40.tinypic.com/mmeyjn.jpg – The texture has partially transferred to the pipe.
http://i40.tinypic.com/xfw5mc.jpg – Door hinges are placed away from the frame.
http://i40.tinypic.com/23wvdxk.jpg – Why are there vents here? The house is well ventilated as it is, there are no doors to close on any of the entrances/exits so these are completely unnecessary.


Last edited by octochris,

Orb

is Addicted

Quoted from octochris

I’ve got my anal specs on :D

These are pretty much all cosmetic, except for the first two.

http://i39.tinypic.com/2mdgr9w.jpg – I really don’t get the point of this, why do you think it is an upgrade to the prior versions of that area? All I see it doing is screwing up existing rollouts, and not really doing much else. If this was simply to differentiate the two areas, please do it in a different way, as this current one is completely over the top.
http://i44.tinypic.com/2gt53zd.jpg – This lamp is not set to clip.

Now for the cosmetics…

http://i43.tinypic.com/2i058cj.jpg – People commented on it in the last release but the issue has still not been rectified, the colours underneath both points are much too saturated and strong, and don’t fit in with the map (or TF2) colour scheme.
http://i42.tinypic.com/29ncsn7.jpg – There is still no back for this.
http://i39.tinypic.com/10cm23o.jpg and http://i42.tinypic.com/2h4jndv.jpg – The trees still disappear before they should.
http://i42.tinypic.com/675gsp.jpg – Black out of nowhere.
http://i39.tinypic.com/qnsr5i.jpg – This pipe clips into the ground in a really ugly way, you should make it look more realistic (implant it instead of just clipping it into the floor?)
http://i39.tinypic.com/5by7ax.jpg – Once again there is no back for this.
http://i40.tinypic.com/mmeyjn.jpg – The texture has partially transferred to the pipe.
http://i40.tinypic.com/xfw5mc.jpg – Door hinges are placed away from the frame.
http://i40.tinypic.com/23wvdxk.jpg – Why are there vents here? The house is well ventilated as it is, there are no doors to close on any of the entrances/exits so these are completely unnecessary.

Nice work @ looking 4 cosmetics “bugs” :o

Let’s download this one ! :)

gniedler

T4F
FuDoo :>

cocktease

broesel

LAME

Quoted from byte

Forgot to mention NO i did not change the fonts!!!!!!!!

http://mittyzx.files.wordpress.com/2009/11/son_i_am_disappoint.gif

Quoted from byte

Anyway rc5 is the one to wait for and i’m very/pretty sure 95% will love the addition to the map. I’ll leave you hanging and guess what it is.

Doomsday Device from Nucleus on cp3 HELL YEAH DO IT BYTE!

Quoted from byte

Baerbal

also lol @ how you always spell baerbel ^_^


Last edited by broesel,

Del

-Waterfall sound too loud
-Too many doors on the main respawn

-These pipes with black background looks ugly http://img215.imageshack.us/img215/9445/cpobscurerc40000.jpg

-Lighting problem http://img202.imageshack.us/img202/6455/cpobscurerc40003.jpg

-Fading object distances bug http://img210.imageshack.us/img210/6618/cpobscurerc40004.jpg and http://img64.imageshack.us/img64/4926/cpobscurerc40005.jpg

-Add a mouse hole here =) http://img245.imageshack.us/img245/8198/cpobscurerc40007.jpg

-Do different posters here http://img100.imageshack.us/img100/7493/cpobscurerc40011.jpg and http://img143.imageshack.us/img143/4383/cpobscurerc40008.jpg It looks too identical

-Remove that sign please http://img504.imageshack.us/img504/1889/cpobscurerc40006.jpg I hate it. I always stuck there

Waster

Just using the pic of chris:
http://i42.tinypic.com/2h4jndv.jpg

There are four windows to show that room there on the left. Its off course very nice to add some visuals there. But its so distracting from the action thats coming from the two little doorways on the right. You can make just one window instead of four, make the room darker or change the window to the other side. But right now its quiete distracting and it doesnt add something to the battle area anyway.

byte

Quoted from octochris

I’ve got my anal specs on :D

These are pretty much all cosmetic, except for the first two.

http://i39.tinypic.com/2mdgr9w.jpg – I really don’t get the point of this, why do you think it is an upgrade to the prior versions of that area? All I see it doing is screwing up existing rollouts, and not really doing much else. If this was simply to differentiate the two areas, please do it in a different way, as this current one is completely over the top.

My good friend you may not see the valid point in it however a new player to a new map would not see it the same way you do. It has been done like this to give the player knowledge that they are not in the area to change class. Just like for example on granary cp1 once you go past the 1st door you can’t change class. Same rule applies here, you’ve just taken for granted that because you already know that you couldn’t change your class in the specified area(s)

Also I fail to see how the rollouts are affected if anything Chris you should practice it out with you as a medic and a soldier from your clan and notice that it’s

a) Easier now to give the soldier heals (due to the fact he can’t go out of range AS FAR as he could in rc3)

b) This enables the soldier now to get to capture point 3 at the same time as a demo with 100hp, which is 2 seconds quicker than rc3 and more health by about 15hp.

So i disagree with this statement, as for the rest you’ve spotted especially the “black” background areas, I know about these and they are last on my list to do as there were more important bugs to do, however I thank you for being even petty on the smallest things at this stage as this is the sort of feedback we are looking for.

Cheers

Byte

byte

Quoted from gniedler

cocktease

haha gneidler <3 rc5 will be out in 1 week (assuming nothing buggers up hammer ;p)

Cheers

Byte

byte

Quoted from Del

-Waterfall sound too loud
-Too many doors on the main respawn

-These pipes with black background looks ugly http://img215.imageshack.us/img215/9445/cpobscurerc40000.jpg

-Lighting problem http://img202.imageshack.us/img202/6455/cpobscurerc40003.jpg

-Fading object distances bug http://img210.imageshack.us/img210/6618/cpobscurerc40004.jpg and http://img64.imageshack.us/img64/4926/cpobscurerc40005.jpg

-Add a mouse hole here =) http://img245.imageshack.us/img245/8198/cpobscurerc40007.jpg

-Do different posters here http://img100.imageshack.us/img100/7493/cpobscurerc40011.jpg and http://img143.imageshack.us/img143/4383/cpobscurerc40008.jpg It looks too identical

-Remove that sign please http://img504.imageshack.us/img504/1889/cpobscurerc40006.jpg I hate it. I always stuck there

My thanks for your feedback/opinion on some things, however as i’ve mentioned to Chris the doors have to be there to make it apparent to players that they are in a new area where you can’t change classes, i think it’s because your used to not having it there maybe? Either way give it time dude.

Will look at the posters, the sign will be sorted don’t you worry, the fading of objects is a key thing for me as i found quite a few, so yes we are looking for them so many thanks!

Cheers

Byte

http://i272.photobucket.com/albums/jj191/poppis72/cp_obscure_rc40001.jpg

http://i272.photobucket.com/albums/jj191/poppis72/cp_obscure_rc40000.jpg

I am pretty sure I am not suppose to get there ;)

byte

Quoted from Panic of the Undead

http://i272.photobucket.com/albums/jj191/poppis72/cp_obscure_rc40001.jpg

http://i272.photobucket.com/albums/jj191/poppis72/cp_obscure_rc40000.jpg

I am pretty sure I am not suppose to get there ;)

LOL!!!!!!!! Nice find D: yeah you’re not supposed to be able to get in there :P good news is, it has no advantage what so ever being in there except you get to see your teammates die without your help :P

But yeah good find! me and the map testers didn’t find that ! So kudos to you Sir :p

Cheers

Byte


Last edited by byte,

Quoted from byte

[…]
Sir

madam ;)

byte

Quoted from Panic of the Undead

[…]

madam ;)

My apologies, mademoiselle :p

Cheers

Byte

Mark

Phase

Quoted from byte

[…]

LOL!!!!!!!! Nice find D: yeah you’re not supposed to be able to get in there :P good news is, it has no advantage what so ever being in there except you get to see your teammates die without your help :P

But yeah good find! me and the map testers didn’t find that ! So kudos to you Sir :p

Cheers

Byte

Hey! That wasn’t in the test version ;)

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