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cp_obscure_remake_rc1 - Need a Mapper

Created 4th August 2009 @ 15:16

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jason

PHX

Quoted from wer

[…]the wall sticks out so the thing over the door is attached to the roof and not floating in the air.

perhaps the Walls either side of the door could be thickened to match the area above the door? That might make it look more “realistic”.

xzr

maybe add a changelog to the main post byte every time you release a new rc?

C.R.E.A.M

yo , a changelog would be nice on the front page .
Quoted from Overcow

Blackouts paint skills are credit to team.

ty =D


Last edited by C.R.E.A.M,

Dav1dd

2ne1

I noticed some odd lighting in some corners, i

Left Spawn door ( http://img710.imageshack.us/img710/6878/cpobscurerc50012.jpg )
The boxes in the left house on cp2, quite dark at the back / in the corner :s

Also you could possibly make it lighter under the floor http://i47.tinypic.com/2d297hw.jpg …idk

also: http://img156.imageshack.us/img156/7954/fotoflexerphotolc.jpg (Red side only, I recall)

I’d suggest changing the ramps in the right/left houses on cp3, they look quite ugly.
However, I’m not sure what your intentions were, whether you wanted people to be able to hide under there.
You could connect them to the wall they are next to like this http://i47.tinypic.com/r8ukk0.jpg and http://i45.tinypic.com/o9263m.jpg

Personally I have maybe used the ramp to hide under once or twice, and almost never seen it been used, you could make them for example like one in badlands – http://i49.tinypic.com/2148268.jpg ( http://i50.tinypic.com/kej6et.jpg )

Furthermore I noticed you can rocket/demo jump through some of the lights such as http://i48.tinypic.com/qp5nie.jpg BUT CAN NOT GO THROUGH http://i45.tinypic.com/mhxftf.jpg and also http://i47.tinypic.com/900qbd.jpg – not a huge issue but i thought i’d bring it to your attention… You can also jump through http://i50.tinypic.com/2dvpvt1.jpg , http://i45.tinypic.com/s60gar.jpg

If you rocket jump high enough on cp2 you can see a considerably large visual bug http://i49.tinypic.com/29au1k9.jpg, obviously you aren’t creating a map outside a map, just thought you should know

pretty sure this has been posted before, for the benefit of the doubt http://i49.tinypic.com/16j57v9.jpg

Is it necessary to have these lights on? Cp2 on blue side especially is very bright http://i48.tinypic.com/jkeykn.jpg , http://i47.tinypic.com/2wmjdhf.jpg


Last edited by Dav1dd,

Mark

Phase

http://i45.tinypic.com/o9263m.jpg This ramp can be closed off but the other one is useful for scouts to hide under after losing the middle point. Have seen it been used very effectively.

byte

All of you have posted great ideas and thoughts to this map so my thanks goes to you blackout for your ideas, however alot of them designs (as much as they were very good paint skills) were flawed and would compromise or favour certain classes to frankly own too much.

The new area is a great addition it add’s ALOT more pace because now teams with uber advantage can not just expect to win cp3 but have to watch out for the far right flank and a back cap going on, a bit like badlands only the difference is…the capture point is easier to get to…

I think a little time should be needed to adapt to it but it plays out really well.

Cheers

Byte

byte

Quoted from Mark

http://i45.tinypic.com/o9263m.jpg This ramp can be closed off but the other one is useful for scouts to hide under after losing the middle point. Have seen it been used very effectively.

Already did for the _bughunt version which i’m about to do a post for. :P

Cheers

Byte

byte

cp_obscure_bughunt4

Right so we’ve reached the stage now where I need a “once” check off by various TF2 players in the community to spot anything that’s majorly wrong or something minor which can be corrected.

This is NOT for public release, I have encrypted the file so a pw will be needed, this password can be retrieved by me from irc. You can find me on quakenet server in the rooms #tf2mentor #mpuktf2.pickup #mpuktf2 & #etf2l private message Byte-me|Aweh or Byte|Laptop either is fine.

So if you genuinely want to help and can spare a couple of hours to just doing a final check up for me your name will be mentioned in my credits at the end of this project.

There are 7 things i know in this version that are being corrected still. I will mention them now so read carefully so you don’t repeat what I found :).

1) Skybox behind cp1 spawn is empty (if you look through the windows you’ll notice just nothing xD)

2) Top left blue cp1 spawn (the glass is missing from the window)

3) Blue spawn cp1 the graphical logo “R” is on the right should be “B” for Blue.

4) Both rooms (top left and behind top right) are still to be filled with chairs/desks/computers etc.

5) Red side only tallest pillar on cp3 the wooden plank right at the end needs clip as you can get stuck.

6) The objects hanging off the left building on cp2 left side when you coming out of lobby, the spade, pickaxe disappear (fade distance) on both sides red/blue.

7) The left side of the new area on the left where the black and white arrow is, needs to be totally smoothened off, if you strafe against that bit to read the door frame you get stuck quite a few times this is on both red/blue.

These are the things I’ve spotted so far, VISUAL ENHANCEMENTS/OPINIONS are not welcome any more. You are basically looking purely for what you see on the map and what is bugged simple as. These bugs includes visual ones like texture overlapping etc. Visual input though into what you think should be there or what not is not welcome ^_^.

I won’t do a release log of the changes, as its not a public release. The public release will be in the next day or 2 depending on how many problems are found. The public release will finally and (i hear you in the background shout “HOO F***** RAY”) cp_obscure_final.

The encryption is not fort knox so if you go to the effort to break/crack it, then least you’ve had to spend a bit of time to break it :) If you do please keep the map to yourself and not publish it on servers. I could of just not put the link here and just told you to come to irc for the download link however i’d still end up losing out as one person could end up telling others the link etc.

.::. Download cp_obscure_bughunt4 .::.
http://fakkelbrigade.eu/byte/cp_obscure_bughunt4.rar

I will inform you when you ask me on irc/steam where to post the bugs you find.

Cheers

Byte


Last edited by byte,

byte

Forgot to mention those who did request for it/are going to request for it the “bug hunt” finishes today so please email me with what you find the very latest midnight friday.

Cheers

Byte

wer

tfortress.no

Quoted from byte

The encryption is not fort knox so if you go to the effort to break/crack it, then least you’ve had to spend a bit of time to break it :) If you do please keep the map to yourself and not publish it on servers. I could of just not put the link here and just told you to come to irc for the download link however i’d still end up losing out as one person could end up telling others the link etc.

one person could also end up telling others the password :D

byte

Read what you quoted the very last line i put ;p

Cheers

Byte

Del

Byte, check your email.

byte

Quoted from Del

Byte, check your email.

Still nothing Stray :(

Cheers

Byte

Del

Check again

byte

Yup got your first batch lol jesus your better than a computer debugger ;p

Many thanks dude.

Cheers

Byte

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