Great Heights

Manta_firefly

L1: Registered
Oct 23, 2009
18
16
It's that time again, time for constructive screenshotting to show you where the bugs hide and the confusion stems from.

Gameplay:
pl_great_heights_b30003.jpg

Am I meant to be able to walk around this edge?

pl_great_heights_b30005.jpg

This is apparently a player clip area, however the barriers aren't obvious enough and the room around the corner makes it inviting for people to try and get there.

pl_great_heights_b30012.jpg

Can we get this corridor a little more obvious somehow? It's easy to not even realise it's there.

pl_great_heights_b30009.jpg

In the room above said corridor there seems to be some player clip protruding from that wall that isn't attached to anything(where the crosshair is on)

pl_great_heights_b30015.jpg

I can be healed through the setup gate here, not a biggie this one.

pl_great_heights_b30017.jpg

Possible to stand on this wall, but not walk onto that rooftop over there, could we get a little visual indication about the block there?

pl_great_heights_b30019.jpg

Looks like I can jump on that, a barrier again please?

pl_great_heights_b30022.jpg

These consoles aren't player clipped


Cosmetic:

pl_great_heights_b30000.jpg

Conflict of textures here, the breezeblocks suddenly turn into plasterd wall

pl_great_heights_b30001.jpg

Why is this barrel floating? (This can be seen without noclip).

pl_great_heights_b30002.jpg

Nothing serious, just a little bland in this room (before the catwalk over CP1)

pl_great_heights_b30004.jpg

And this

pl_great_heights_b30006.jpg

Missing texture making that slight blue line appear in the middle of the picture

pl_great_heights_b30008.jpg

What are these gate shadows doing?

pl_great_heights_b30013.jpg

HDR just lasered out my eyes.

pl_great_heights_b30018.jpg

Possible to see that the roof of that building is transparent (you can see the turbine on the far side) even without jumping.

pl_great_heights_b30014.jpg

Would glass windows make more sense than these low rails?
 
Last edited:

Inflikted

L1: Registered
Apr 2, 2009
7
0
our server tried this map our 4-5 times in rotation its fun to play, however the biggest complaint was the bonus times were just too long. also they felt on stage 2 better signs were needed to direct blue team to the 2nd floor area to setup their tele's
 

wolfiejo

L1: Registered
Dec 21, 2009
41
1
Im not sure if this has been posted before but, There is a big bug that only demo's can get to on the first stage above the second point.

It's the building shaped like a [ with a RED logo inbetween, the roof needs to be clipped, it is very easy for a demo to jump up there with two stickies.
 

toutfou

L3: Member
Sep 8, 2008
136
16
First of all, thanks Manta_Firefly for the screenshots! Very useful, the same goes for Inflikted and wolfiejo. Sorry it took so long to notice this feedback, the thread was quiet for a while I wasn't expecting anything new to be here!

Here's something new for everyone else however, some new detail WIP for Round 3 :)

ScpOK.jpg



afWkB.jpg
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
Looking nice. Did you managed to fixed the TP exploding bug?
 

toutfou

L3: Member
Sep 8, 2008
136
16
Not yet but I have some support on the matter so hopefully it'll be resolved by next release!
 

toutfou

L3: Member
Sep 8, 2008
136
16
Well thanks to Valve being Valve, the exploding teleporter exits were resolved. The problem was the bounding box of the func_brush's I was using to prevent players accessing other rounds. The bounding box of the func_brush's encompassed gameplay areas, if an exit was built within it, it would explode upon player use. The fix was to make them all individual entities. as opposed to one large grouped entity.

Hope the images below explain it a bit better.
 

Manta_firefly

L1: Registered
Oct 23, 2009
18
16
Are we closing in one a finalised version of this map? It's been a while since this was voted in where I play and an updated version would do much to change that.
 

ShamanBond

L1: Registered
Apr 16, 2010
33
5
Greetings, I run the map rotation for the 24/7 Payload server on the Free Frag network, we added in Great Heights B3 and unfortunately ended up pulling it out again due to the teleporter explosion bug.

Do you have any idea when the revised version will be out?

Thanks