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cp_obscure_remake_rc1 - Need a Mapper

Created 4th August 2009 @ 15:16

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byte

Quoted from kaidus

Stickies go through the fans @ building between house and mid. Not sure if this is one of the things you intentionally left in or not, haven’t been keeping up with the thread.

Valve thing, it’s why you can sit in those fan’s as well (like badlands and fastlane) i could block it off but i’d rather not just for the obscurity kaidus! :D

Cheers

Byte


Last edited by byte,

byte

Quoted from Reload

New area looks nice, but the new staircase all the way to the right of cp2 (attacking point of view) looks kind of pointless. It is within 5 inch of the already existing ramp leading to pretty much the exact same point, so is it really needed?

Great that we’re able to jump straight from the spawndoor again :) Hope to play it in a pcw soon

The new ramp/stairs from the ramp room will be rectified in cp_obscure_final in (1 weeks time), so thats its just 2doors moulded into 1.

Cheers

Byte

byte

Quoted from electro

i get stuck when i want to walk over the green marked area
http://i43.tinypic.com/j91s1g.jpg

also getting stuck sometimes if you fail to land on the higher box, making them even would be great
http://i41.tinypic.com/210as1s.jpg

and i think there is no need for this whole thing, you get stuck and as a sniper it is blocking you while you are zoomed and want to walk back round the corner
http://i42.tinypic.com/nv2iqg.jpg

maybe you should write the release dates for every obscure version here starting with b1 till final would look great :D, location small house left side 2nd cap if you are defending
http://i40.tinypic.com/70j03t.jpg

Thanks for the bugs dude and opinions, will look into them!

Cheers

Byte

byte

Quoted from Del

-Visual bugs: http://img218.imageshack.us/img218/1060/cpobscurerc50022.jpg + http://img203.imageshack.us/img203/6878/cpobscurerc50012.jpg + http://img42.imageshack.us/img42/6311/cpobscurerc50027.jpg + http://img46.imageshack.us/img46/9931/cpobscurerc50005.jpg + http://img46.imageshack.us/img46/9595/cpobscurerc50004.jpg + http://img684.imageshack.us/img684/5926/cpobscurerc50034.jpg + http://img208.imageshack.us/img208/8256/cpobscurerc50036.jpg

-This looks ugly: http://img15.imageshack.us/img15/1530/cpobscurerc50006.jpg + http://img188.imageshack.us/img188/9172/cpobscurerc50010.jpg + http://img541.imageshack.us/img541/162/cpobscurerc50000.jpg

-This poster too bright: http://img718.imageshack.us/img718/1664/cpobscurerc50031.jpg

-That snow looks strange: http://img163.imageshack.us/img163/3007/cpobscurerc50026.jpg

-I dont like this: http://img191.imageshack.us/img191/7058/cpobscurerc50025.jpg

-Make a hole like this: http://img196.imageshack.us/img196/8210/cpfreightfinal10040.jpg (your http://img257.imageshack.us/img257/8088/cpobscurerc50038.jpg )

Many thanks again Stray, although some are opinonated and will not be fixed :p

Cheers

Byte

byte

Quoted from Netsky

OMG double post :O
Where is the Spanish Inquisition when needed?

However in order to give this post a purpose:
Those wooden planks under cp3 (or quite next to it, beneath the sniper spot) still tend to disappear when you are on the opposite side of the bridge with your back on the wall. Minor.

<3 Netsky, is now fixed! thanks dude.

Cheers

Byte

byte

Quoted from Malibu Stacey™

Like the changes to 2nd/4th (I play scout so I would).

Hope VALVe pick this up & make it official once it’s properly released as it’s easily as good any other 5 CP map. Yes even badlands.

Merci Miss Stacey ;D kind words!

Cheers

Byte

broesel

LAME

So…. are you sure that the next version should be called cp_obscure_final?

If I were you, I’d better not do that. Imagine obscure makes it into the game as an official map – it would then be called cp_obscure_final1, just like freight_final1, which is a plain shit name for something you worked so hard on.

byte

lol?

Is it just me or why do people think cp_obscure_final is later or after cp_obscure….

It goes like this

cp_obscure_rcX’s
cp_obscure_final
cp_obscure_final1
cp_obscure_final2
cp_obscure_final3

cp_obscue_final99billion
cp_obscure

However it will just be _final, i won’t be doing any _final1 or _final2 and so on UNLESS a MAJOR bug is outlined and needs rectifying asap.

Plan is rc5 –> _final –> cp_obscure. The end.

There will be a prize cup on cp_obscure_rc5, for both upper bracket teams and lower bracket teams i.e. div 6/5/4 and div 3/2/1 nothing extravagant but still something. Details will be published after i speak to D2M.

Cheers

Byte

octochris

(0v0)

I don’t mind exactly what you do, but please could you do something to combat what I posted earlier? Maybe make the balcony into a ledge?

byte

Quoted from octochris

I don’t mind exactly what you do, but please could you do something to combat what I posted earlier? Maybe make the balcony into a ledge?

Unfortunately Sir Chris, it’s only your member(s) with the issue i’ve tried it myself the rollout and i seem to be able to get there at the same time as i would normally without the new box :D So i guess your gonna have to be a little obscure and figure out how o.O?

In all seriousness the top right spawn will get a re-think however your video made me lolz if you thought that was good enough by your demo then lolz.

Cheers

Byte

octochris

(0v0)

Quoted from byte

In all seriousness the top right spawn will get a re-think however your video made me lolz if you thought that was good enough by your demo then lolz.

It is easy as hell to jump from it when not locked at the beginning of the round, when locked at the beginning of the round it is significantly harder, and it is not only FBG that is having a problem with it (I have talked to others who commented and said the jump was easy, only to realise after trying it at the beginning of the round that it isn’t).

Malibu Stacey™

Sir.

Quoted from byte

lol?

Is it just me or why do people think cp_obscure_final is later or after cp_obscure….

It goes like this

cp_obscure_rcX’s
cp_obscure_final
cp_obscure_final1
cp_obscure_final2
cp_obscure_final3

cp_obscue_final99billion
cp_obscure

However it will just be _final, i won’t be doing any _final1 or _final2 and so on UNLESS a MAJOR bug is outlined and needs rectifying asap.

Plan is rc5 –> _final –> cp_obscure. The end.

Byte

Note to other mappers: this is how normal software development naming works. It behooves you to adhere to it. It’s modified somewhat for our nomenclature but it’s still the same thing in practice (normally it’s alpha -> beta -> release candidate -> final we seem to have alpha -> beta -> release candidate -> final release candidate -> release)

Why VALVe didn’t just release cp_freight_final1 as cp_freight I do not know. They released maps for CS:S which had already been remade by fans with the same names so it’s not like it’s a new concept & it’s not as if they don’t fix/change/update maps they’ve already released officially.

Also

Quoted from byte

[…]

Merci Miss Stacey ;D kind words!

Cheers

Byte

Miss? (easy mistake to make though)

broesel

LAME

Quoted from Malibu Stacey™

Why VALVe didn’t just release cp_freight_final1 as cp_freight I do not know. They released maps for CS:S which had already been remade by fans with the same names so it’s not like it’s a new concept & it’s not as if they don’t fix/change/update maps they’ve already released officially.

They tbh should have just released it as cp_freight_final, because THAT’S WHAT IT IS – a changed _final not a changed standard freight.

Regarding the problem of some users then having a _final in their tf/maps folder which is the only problem with official-made maps that have the same name as the “pre-official-made”-version:
Just implement a check during “retrieving server info” if the map on the server is the one from the game cache files, if so: use the one from the game cache files client side too, if it’s in the map folder of the server, use the one in the client’s map folder.

The whole freight_final1 thing is just Valve’s laziness to implement such a check, that’s all.

They did it with yukon and a couple of other maps too, but just _final and not _final1 because there was no xxxxxx_final before (afaik).


Last edited by broesel,

wer

tfortress.no

There was also a ctf_turbine before they released is as an official map.
Then people (like me) had to remove it manually from their map folder.

Tho I dont think many people had it, because ctf_turbine_v3 was the most common version.

Imo valve adding “_final” to the map names just make them look less official, thus making people not want to play them as much.

Valve should make a check like broesel said.


Last edited by wer,

d2m

vertex »
derptex9

Played it last night Byte. Obscure is now less shit. Well done pal :)

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