Outback

Outback rc4

Sgt.Sausage

L420: High Member
Dec 5, 2008
420
103
I saw the new version and I have the say the final point looks a lot more fun to play and it's been improved a lot. It not only looks original, but I think it will allow both teams to not be so spread apart and be able to fight nicely. It also adds usefulness to the second to last area.

But this thing isn't quite done yet. SWATY needs yall to look for every single bug you can find and anything that just doesnt quite sit well with you in terms of gameplay and gameflow.

One of my personal concerns is that the second to last area is a little unnecessarily complex and could be redesigned slightly to improve the flow of the game. Especially the left side of the area.

I will have a look but it sounds alot better, but i do disagree with the second to last area before it was hard to get some good gameplay their as it was usually a steam roll for blu but the few times i did it was alot of fun and played nicely. I really like that area and glad it will be used more.
 

S.W.A.T.Y

Banned
Sep 28, 2008
315
116
Oky, time for some screeshots.

I fixed the floating road after the 2nd point, before it looked like the road was floating in the air.
b7m2jr.jpg

3523f9w.jpg

adylau.jpg

5m01gj.jpg

23jj0hv.jpg

29yifj8.jpg
 

S.W.A.T.Y

Banned
Sep 28, 2008
315
116
OUTBACK GOES RC!

Change Log from b9 to RC

b9 to RC changes:

-Fixed a problem with the 2nd red spawn with players camping the spawn
-Made a second spawn for the red team at the last point.
-Moved the last point closer to the sniper road therefor fixing the long distance between the 3rd point to the last.
-Completely redesigned the last part of the map.
-Fixed some problems with the shadows in the spawnrooms.
-Fixed the sniper road after the 2nd point floating in the air.
-Fixed a bunch of clipping issues.
-Fixed some displacement problems around the map.
-Added collision to some props.
-Added detail around the map.
-Improved Blue's first spawnroom.
-Fixed some fading problems with the props around the map.
-Improved alignement on some textures.
-Fixed some visible no draw brushes.
-Removed dust motes.
-Removed a few stairs at the 2nd point.
-Improved a bit fps around the 1st and 2nd part of the map.
-Clossed off some paths around the last part of the map.
-Reduced the filesize by 5MB.


16hopip.jpg

w06urp.jpg

2mh3cw.jpg

5a58qw.jpg

2rpthr7.jpg
 

Sgt.Sausage

L420: High Member
Dec 5, 2008
420
103
The changes look GREAT. Only thing is the last point (have to play it yet so dont do anything yet) But i miss t he vertical part of it, and the height advantages. It just seems to flat. I Agree the walk was to long, and some area's similar to badwater, but i dont think you should scrap everything including the height advantage.

But thats just my opinion and just from the screenshots.
 

Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
Totally looking forward to it. This is one of the funnest PL maps I think I've played. That last cap point looks a lot better than it did before (which coincidentally I just saw someone actually cap the last point yesterday, although the teams were completely stacked in favor of offense.)
 

Sgt.Sausage

L420: High Member
Dec 5, 2008
420
103
Totally looking forward to it. This is one of the funnest PL maps I think I've played. That last cap point looks a lot better than it did before (which coincidentally I just saw someone actually cap the last point yesterday, although the teams were completely stacked in favor of offense.)

The last point looks a little to hard to defend and easy to attack, but i dont no if blu has enough time. I will have to try it more first.
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
Most of these will be in order from BLU spawn to RED Spawn, but a couple were taken after I fell to my death and I noticed something new. It's your map, so I doubt you won't be able to find a part of the map where I took my screenshot, and most of the time I tried to incorporate signs so you would know where I was.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0000.jpg
Side face of the track's wooden platform. The side of the wood barricade showing. The displacement in between the mine entrance and the building. All are dark.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0001.jpg
I dunno if it's me, but I seem to not see any cubemaps.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0002.jpg
On one of the paths to the right (near the next picture). I'm jumping on some wood, and looking at the roof. I see something clipping through.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0003.jpg
Displacement needs fixing.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0004.jpg
I can jump up on the lip of the rock.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0005.jpg
Other than many of your stairs looking odd witht he displacements and such, that bottom step is very dark. Also: Player clip all of your stairs, please.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0006.jpg
By the truss, you can see some displacement popping up. Also, I can barely fit on that rock, but I can. Player clip it some more.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0007.jpg
I can jump up on that.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0008.jpg
These windows are solid.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0009.jpg
Where the two walls meet, it's dark.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0010.jpg
You can see a tiny hole.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0011.jpg
Hard to tell in this picture, but I'm on a plank that is under a wall for detail. Make it nonsolid or playerclip it.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0012.jpg
Oh no! Dust motes!

http://dl.getdropbox.com/u/1490725/pl_outback_rc0013.jpg
Let us rocketjump over that. If you don't want us to stay on top of it, put a gentle push trigger on it.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0014.jpg
This was to remind me to tell you to playerclip your stairs.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0015.jpg
Pink gold? Also: Up above, in picture 0011, I'm on a plank under windows, and you can see them on the top right in this picture.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0016.jpg
I'm on top of a support for a light. Playerclip it (it doesn't even look like I should be able to fit, which I only can with crouching anyways, so a playerclip works).

http://dl.getdropbox.com/u/1490725/pl_outback_rc0017.jpg
I'm on the wood around this metal sheet.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0018.jpg
That displacement coming out of the ground on the left is weird. Seeing the thick wood, I would imply there wouldn't be any ground coming through it.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0019.jpg
Missed the edge of a roof here.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0020.jpg
Those barrels are clipping through each other, the ground, and the wall it's by.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0021.jpg
Cubemap again? Or is it just that bug I get occasionally?

http://dl.getdropbox.com/u/1490725/pl_outback_rc0022.jpg
I do believe this is by the end of the track. The prop's clipping through the wall.

You do a good job of preventing rocket jumping onto props. A lot of nonsolid props :p Make sure to playerclip your stairs.
Also, may I say you not fix these (and anything others/you have found) and release an rc2? You should do some more testing first, or go back to beta. You don't want too many release candidates, and nearly all of these screenshots aren't bad things that need to be fixed. I may take another look at it again later on. Keep it like this for now.
 

runtime

L1: Registered
Jul 4, 2009
22
5
I get a whole BUNCH of cubemap error things everywhere. SWATY insists its my computer.

Whatever cubemaps are go back and make sure there's no room for problems.
 

S.W.A.T.Y

Banned
Sep 28, 2008
315
116
Most of these will be in order from BLU spawn to RED Spawn, but a couple were taken after I fell to my death and I noticed something new. It's your map, so I doubt you won't be able to find a part of the map where I took my screenshot, and most of the time I tried to incorporate signs so you would know where I was.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0000.jpg
Side face of the track's wooden platform. The side of the wood barricade showing. The displacement in between the mine entrance and the building. All are dark.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0001.jpg
I dunno if it's me, but I seem to not see any cubemaps.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0002.jpg
On one of the paths to the right (near the next picture). I'm jumping on some wood, and looking at the roof. I see something clipping through.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0003.jpg
Displacement needs fixing.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0004.jpg
I can jump up on the lip of the rock.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0005.jpg
Other than many of your stairs looking odd witht he displacements and such, that bottom step is very dark. Also: Player clip all of your stairs, please.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0006.jpg
By the truss, you can see some displacement popping up. Also, I can barely fit on that rock, but I can. Player clip it some more.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0007.jpg
I can jump up on that.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0008.jpg
These windows are solid.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0009.jpg
Where the two walls meet, it's dark.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0010.jpg
You can see a tiny hole.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0011.jpg
Hard to tell in this picture, but I'm on a plank that is under a wall for detail. Make it nonsolid or playerclip it.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0012.jpg
Oh no! Dust motes!

http://dl.getdropbox.com/u/1490725/pl_outback_rc0013.jpg
Let us rocketjump over that. If you don't want us to stay on top of it, put a gentle push trigger on it.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0014.jpg
This was to remind me to tell you to playerclip your stairs.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0015.jpg
Pink gold? Also: Up above, in picture 0011, I'm on a plank under windows, and you can see them on the top right in this picture.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0016.jpg
I'm on top of a support for a light. Playerclip it (it doesn't even look like I should be able to fit, which I only can with crouching anyways, so a playerclip works).

http://dl.getdropbox.com/u/1490725/pl_outback_rc0017.jpg
I'm on the wood around this metal sheet.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0018.jpg
That displacement coming out of the ground on the left is weird. Seeing the thick wood, I would imply there wouldn't be any ground coming through it.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0019.jpg
Missed the edge of a roof here.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0020.jpg
Those barrels are clipping through each other, the ground, and the wall it's by.

http://dl.getdropbox.com/u/1490725/pl_outback_rc0021.jpg
Cubemap again? Or is it just that bug I get occasionally?

http://dl.getdropbox.com/u/1490725/pl_outback_rc0022.jpg
I do believe this is by the end of the track. The prop's clipping through the wall.

You do a good job of preventing rocket jumping onto props. A lot of nonsolid props :p Make sure to playerclip your stairs.
Also, may I say you not fix these (and anything others/you have found) and release an rc2? You should do some more testing first, or go back to beta. You don't want too many release candidates, and nearly all of these screenshots aren't bad things that need to be fixed. I may take another look at it again later on. Keep it like this for now.

That's a lot of feedback, must have taken you a while with all those pics and all that. Thanks man!
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Been watching development but never been on a server when it played.

Finally got to play tonight on cC. It looks great but there are issues.

1:Everyone on the server playing pyro suddenly had 'checkerboard flames' when this map started. I had them on Yukon afterwards and had to restart tf2 to get rid of them.
It was like each flame particle was 3x3 pixels (instead of 300x300 or whatever) and there were tons of them in a big square. If you shot flames you were basically blinded.
Very weird. Never seen before this map.

2: Second spawn for red, you go out, there's a sign pointing left. You go left and there's a T. Everyone went straight, I was the first to C, turned around and ran back and passed my entire team. At that point it was like an echo, "going the wrong way, you're going the wrong way..." At least 10 people went straight.

Too many spawns for that small of a map imo and having to turn twice out of spawn is confusing, especially when second turn isn't marked.

That probably helped lead to...

3: Blu basically steamrolls right to last corner. Maybe because red goes the wrong way and loses alot of time.
Maybe because red has four tiers to build sentries around tight corner. Blu can get above, but can't shoot down under themselves and snipers can pick them off, while standing in spawn and resupplying fast.
This happened both rounds. Blu rolls red to last corner, red holds corner for 10 minutes and wins.

Plus with that many spawns blu can't set-up teles, if red does set-up tele at first it gets rolled quick. Better to have red start further back at start. Set-up teles and walk a bit IMO.
 

runtime

L1: Registered
Jul 4, 2009
22
5
Blu's third spawn and RED's second spawn definitely need some tweaking. I'd say so far as you might have to create two separate spawns.

I don't quite understand what area you are talking about in your 3rd point, Sgt. Frag?
 

Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
I like the changes to the final point. The shorter distance definitely keeps the action going. One thing that worries me is the hill going down to the last area. That slope and the walkway above it are the only two routes in there, and it gets really spammy in that spot. The problem is compounded by the fact that Blue can't just push through that choke because there are usually sentries just around the corner.

I think it might be a good idea to provide another way through to the room overlooking the last point that isn't exposed and out in the open.

I have one other thought, but I think I'll need to take a screenshot or two first.
 

Jindo

L3: Member
Aug 6, 2009
121
123
A great map with an even outcome for both teams.

There was one big issue I ran in to when joining the game, which was that the red signs were pointing me to the last point: Generally you'd have signs pointing red to the first point since they need to go that way to stop BLU.

I found this out from leaving spawn, going the way I thought was the right way, and then turning around because a sign told me to, thinking that now I am going the right way, at which moment I end up at the final point.

---

Besides that, there were small visual glitches, mostly with the tracks and the lighting/displacement, here are a few:

pl_outback_rc0002.jpg

pl_outback_rc0003.jpg

pl_outback_rc0007.jpg


As you can see, the tracks are some times out of place or don't line up correctly.

pl_outback_rc0004.jpg

pl_outback_rc0005.jpg

pl_outback_rc0006.jpg


In areas such as the above, lighting changes very suddenly between displacements in a very obvious manner, and the terrain one of the ramps appeared to be causing this, I'm not sure how fixable it is, but I'm assuming that since most finished maps manage to avoid these kind of things, you should be able to :).

---

Overall, gameplay-wise, there's nothing really to complain about, it's a fun and enjoyable map with a few minor visual errors, good work!
 

Wegason

L3: Member
Aug 16, 2009
147
64
I like the changes to the final point. The shorter distance definitely keeps the action going. One thing that worries me is the hill going down to the last area. That slope and the walkway above it are the only two routes in there, and it gets really spammy in that spot. The problem is compounded by the fact that Blue can't just push through that choke because there are usually sentries just around the corner.

I think it might be a good idea to provide another way through to the room overlooking the last point that isn't exposed and out in the open.

I have one other thought, but I think I'll need to take a screenshot or two first.

I would concur on this point and add that I think the changes have been good and that there are plenty of alternative paths elsewhere in the level. While playing however I don't recall seeing the fabled road.

There were the visual glitches mentioned above with regards to the track but the game did seem balanced, if a bit difficult to cap the last point, but then again, that should probably be the case.
 
Aug 19, 2008
1,011
1,158
Played it for the first time, and i must say, neeeeaaaat!!!
Would have been a great contestant in the Payload-Contest

2 Things:
One of the Spawns has a very steep set of stairs in front of it, which just looks odd
I dont like the high platform for blu at the last point, seems to be a too big advantage
You could use a slight fog, so that the player isn´t distracted too much by the awesome skybox

keep it up, it looks fantastic