pl_badwater_pro

PL pl_badwater_pro v12

leprecan

L2: Junior Member
Feb 10, 2013
96
89
pl_badwater_pro - An edit to pl_badwater to address competitive concerns with the map.

Changes include:
- A one way shutter door for RED out for A through the lobby to roof. The shutter opens as usual on A capping.
- A sightline blocking fence facing the alley leading to B.
- A new forward spawn location for BLU on capping B.
- New catwalk added to the backside of Lunchbox by C. (Thanks Aero!)
- Widened catwalks outside of lunchbox leading towards C.
- Walls shifted to increase space in Under on the route to C.
- Alternate door into Boiler from BLU forward spawn. (Thanks...
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Can we get some more screenshots?
 

leprecan

L2: Junior Member
Feb 10, 2013
96
89
Ask and ye shall receive! Pictures uploaded to Download page. Personally, I didn't want to alter the aesthetic that badwater has as a desert map, but if there are map mix up issues then grass could certainly define it.
 

Team Strike

L1: Registered
Nov 9, 2015
2
1
I believe a good addition to the map is fixing the forward spawn shutter door for red, so that it is impossible to get stuck inside the gateway when you're going through and the enemy caps the 2nd point. It's a glitch that can lose your team matches. I got stuck there in my UGC official (as medic) and had to suicide, and I believe Aegis (NA plat soldier) has mentioned in a stream that this has even happened to a medic in UGC Gold finals.
 

leprecan

L2: Junior Member
Feb 10, 2013
96
89
I believe a good addition to the map is fixing the forward spawn shutter door for red, so that it is impossible to get stuck inside the gateway when you're going through and the enemy caps the 2nd point. It's a glitch that can lose your team matches. I got stuck there in my UGC official (as medic) and had to suicide, and I believe Aegis (NA plat soldier) has mentioned in a stream that this has even happened to a medic in UGC Gold finals.

When did those instances happen by any chance? Was it on pro_v6, v7 or v8? Those are the three versions that have been played most often from what I've seen. All of them have a larger kill zone than Vanilla as a bandage fix to prevent just wasting time stuck in a door. I'll look into replacing the killzone with a check to see if players are still in proximity to the gate to prevent it forcing shut until everyone is clear of it.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Why are your windows glowing, by the way?
 

leprecan

L2: Junior Member
Feb 10, 2013
96
89
Why are your windows glowing, by the way?

Answer is that the windows had ugly shadows in the decompiled version of the map, as did many of the props that happened to be in an area where light and dark met. Forcing the windows to light a certain way is the quicker messier solution. The more complex prop lighting has been put aside for now until a more final version of the edit comes around.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
-staticproplighting won't work on those particular props anyway, if I recall, because the window panes are phong shaded. None of those windows are actually in an area where light and dark meet, so I don't know why they would have been badly lit to begin with, but you definitely need to move your info_lighting to a more appropriate spot (or maybe you attached them to the wrong one?)
 

leprecan

L2: Junior Member
Feb 10, 2013
96
89
-staticproplighting won't work on those particular props anyway, if I recall, because the window panes are phong shaded. None of those windows are actually in an area where light and dark meet, so I don't know why they would have been badly lit to begin with, but you definitely need to move your info_lighting to a more appropriate spot (or maybe you attached them to the wrong one?)

I took a closer look at those windows in particular and although I could have sworn that I had tinkered with them, their settings are standard. They have no extra lighting origin, shadows are still enabled. etc

Guess I'll just tinker with different origins until they don't look like they are made of sunbeams.
 

leprecan

L2: Junior Member
Feb 10, 2013
96
89
With feedback collected from the UGC Highlander forums, badwater_pro is moving to a more simplified setup than before.

Changes include:
- The one way door on 1st that RED could use has been returned to its original purpose as a locked gate that will only open after 1st is capped
- 3rd has had its layout fully returned to that of stock badwater, this includes; the removal of the back room to the Engineer nest, resizing the stairwell to the nest and removing the spare catwalk outside of "House"

20170902125115_1.jpg


- The staircase to the Engineer nest on 3rd now has nobuild
- A wooden support has been added to the balcony outside of the Engineer nest to provide BLU team with a direct route

20170902125048_1.jpg


A special thanks to UGC Kumori for collecting feedback and spurring this version's creation!

Read the rest of this update entry...
 

leprecan

L2: Junior Member
Feb 10, 2013
96
89
Some interesting changes but I think the map may have a leak. Many rocks have odd shadows and there's a door that acts odd in blue's normal forward spawn that may be an area portal issue.

I'm having difficulty recreating your areaportal issue. Can you provide a picture, or describe in more detail what you are seeing? The map itself has no leaks, the strange shadows are caused by lighting origins that are below the level geometry having not been rendered with final lighting options, however I will flag them for removing shadows and tweaking their lighting origins.
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
I'm having difficulty recreating your areaportal issue. Can you provide a picture, or describe in more detail what you are seeing? The map itself has no leaks, the strange shadows are caused by lighting origins that are below the level geometry having not been rendered with final lighting options, however I will flag them for removing shadows and tweaking their lighting origins.
 

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leprecan

L2: Junior Member
Feb 10, 2013
96
89

If you are using noclip to enter the room prior to its unlocking, the areaportal is very likely still closed, and thus will look strange from the inside. On capping 3rd and activating that spawn, and also opening its areaportal, there is no issue.