Doublefrost

CTF Doublefrost A3

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YOYOYO

41 crashes and counting
aa
Jul 10, 2017
588
497
by god, this is quite the concept!
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
Feedback Time!

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-remove collision
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-lightmap lighting could make this vent look better
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-black squares
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-black pipe
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-wrong cubemap
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-I think these oil cans don't have collision in the normal version of the map. With collision they are kinda jank
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-weird white line on these displacements
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-wrong cubemap
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-generating lightmaps for the barrels will help with the odd shadows
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-water depth here causes the weird thing where you can't fully crouch but instead constantly switch between crouching and standing when holding the crouch button
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-disable collision on the outlet
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-can see these floating trees when explosive jumping
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-could use a nice blend between the ice and the dirt
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-this other outlet shouldn't have collision either
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-pipe clipping through wall
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-this junk could use some clipping
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-I wish the bottles in this map where physics objects :/
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-I don't remember why I took this screenshot
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-Did you compile with respawnroom visualizers? They don't seem to show up
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-lighting here makes the green present very bright
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-this room could use some clipping
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-remove collision
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-these stockings don't really touch the wall and don't look like they are hanging on anything. Maybe stick a nail prop through em or something
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-fence pole floating here
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-how did that box even get in that room?
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-the train doesn't have a smokestack and yet produces it o_O
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-could be neat if the ice was slippery
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-black squares
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-you can sorta surf on the collision behind the tree to stay back there. It's odd.
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-sometimes snows in this room
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black square
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-This is not how snow works
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-clip yo stairs

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-black square
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-visible nodraw while explosive jumping
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-could use a nice blend or something between the snow and wood. Also having the snowy grass go over the wood doesn't make sense as grass wouldn't grow on the wood.
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-black pipe
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-the train is cute but it does clip into the tracks
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-the wood snow overlay on this tower doesn't line up with each side
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-grassy/mossy wood doesn't make sense here
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-bottom of the truck is rather dark, a bit too dark
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-I greatly dislike the chunky snow blocks on the rooves. It looks bad and is not really how snow works.
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-is there clipping for the sidewalk things on the bridge? Doesn't feel like it.
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-can't read that sign with how bright the light is
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-why is this the grassy snow? It doesn't look right. Also the displacement part in the truck is very angular20211119002512_1.jpg
-the cable here goes into the wall due to the wind
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-wrong cubemap
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-the face here is oddly dark
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-the lighting here makes the green giftbox very bright, also how did it even get in there?
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-light bleed under the walls of these shacks
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-misaligned texture from the top roof to the front maybe?

And that's all the nitpicking for now. Hope it helps :D
 

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Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Cleaned up a bunch of little tweaks (thanks megapieman) and made some minor adjustments to stuff and things.

Tweaked the fog triggers to hopefully make it harder to cheese.

Dramatically improved visleaf cuts, cutting compile time by almost 2/3rds of how long it took before on a full compile (!)

Improved clipping in a number of places

Theoretically fixed the black brush faces, I dunno yet, I haven't looked.

More feedback is always welcome, feel free to pick them nits.

Read the rest of this update entry...
 

Gravidea

L5: Dapper Member
Apr 17, 2017
227
102
Hey there! Lovely map so far. Always wanted to see Doublecross at a time other than night, and this map scratches that itch nicely.

The only thing I've noticed possibly wrong so far is shown in the image below. Is there supposed to be this black rectangle on this wall here in Blue's base near their spawn? I don't know, just seems kind of our of place. Other than that, I can't seem to notice anything else wrong so far! Lovely work!

upload_2021-11-23_16-29-10.png
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Hey there! Lovely map so far. Always wanted to see Doublecross at a time other than night, and this map scratches that itch nicely.

The only thing I've noticed possibly wrong so far is shown in the image below. Is there supposed to be this black rectangle on this wall here in Blue's base near their spawn? I don't know, just seems kind of our of place. Other than that, I can't seem to notice anything else wrong so far! Lovely work!

upload_2021-11-23_16-29-10.png
I've been fighting these a fair amount, I think I got most of them but looks like I missed one! Thanks for the heads up.

For future reference to anyone who might be interested: it seems to be happening more often on brushes that are 45*, and simply deleting and undoing the delete resets the brush and seems to fix it!
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
More minor visual tweaks and changes
Hopefully fixed all black brush faces?
Ice is now slippery
Some new assets added
Repacked the map because I forgot that was a thing I had to do until now

Read the rest of this update entry...