PL Swiftwater (swift revisited)

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drp

aa
Oct 25, 2007
2,273
2,628
glad to see swiftwater still getting updates. the community i play with loves it.
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
Just got back from vacation. Two weeks in a canoe will clear anyone's mind.

I have fixed the minor tweaks all mentioned above and am trying to figure out ways to fix the larger problems of CP3 and 4. I don't want to make rollbacks as I like many of the additional routes and detailing. Largely I think this has been a positive iteration.

I have a few ideas on where to go from here - I think removing the large metal pack under the overhang at CP3 will make it far more difficult for sentry nests to be rebuilt. The way red exits spawn for this CP is so much better than it used to be (no spawn camping, much clearer) that I want to keep it as is in terms of geometry.

I'll also be messing around with some one way doors at CP4 that should favor Red.

Any suggestions will be considered. Thanks to everyone who still plays this and is interested in making it better.
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
Download FRC7
Update 6/28/210
This is most likely the last version before setting everything in stone.

Tons of changes. Most important:
*Blue Spawn remade - doors not stay open on map start
*CP4 tweaked to give red an advantage again. Buildings in upper area have a sniper vantage and a good shortcut behind blue.
*Fixed getting stuck in red spawning areas.
*Red can exit spawn anywhere after round starts.
 
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DontWannaName

L3: Member
Jan 12, 2009
112
24
In blues first spawn, the area on the right allows for buildings inside spawn. In the back area where blue can get to the 2nd and 3rd point, there is a missing texture, purple checkerboard by the metal and windows. Once blue caps the 3rd point, red can still get into their first spawn area that is closed off by going to that far left new entrance.
 
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What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
September 10th, Update to FRC11
Download.

--Build 11 Changes--
Stage 1 layout significantly changed
Added a CP before the final CP. More fighting takes place in courtyard now.
Reduced amount of time awarded for CPs.
Lots of other stuff.

pl_swiftwater_frc110000.jpg

pl_swiftwater_frc110001.jpg
 
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What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
I think you'll find CP1 is far more interesting to play now.
 

Keonyn

L2: Junior Member
Mar 27, 2010
56
17
We run this map on our server but it has not been updated yet. I did look through the changes myself and I do like CP1 much more now. Snipers still have some huge sightlines, but there is now better cover from them and from spammers.

The other changes I will have to see in practice to know for sure. The rollback areas and the time reduction might make it a bit tough for offense, but we'll see. The CP1 changes are definitely a good change though.
 

Klanana

L1: Registered
Sep 11, 2010
1
1
We are currently (actually right at this moment) testing the new version out on our server (BHS LOS ANGELES - server ip: tf2.bhslaughter.com - sorry if im not supposed to post that here! I'm a newbie to these forums...) as we have had the prev versions in our rotation on and off, and have currently had the last version as one of our more staple maps in the rotation. Gathering a few opinions from our regulars before we make the switch though... and they found a few things:

1. When you exit the blue right spawn doors there is a little ramp up into the house with 4 black supports - if you touch those you die! Oh dear...

2. Lots of complaints about the log bridge right outside of blue spawn as its very easy to fall off and there isnt a simple ramp to get out of the pit - not a big complaint but I have heard quite a few mentions of it

3. Everyone on the server so far has really disliked the "slidey back hills" as they call them - they do not add to the map and seem like they are there simply because they can be.

Other than that, all our regulars know the map so they've just been taking in the changes and throwing criticism at me to pass along... we run a 32 person server that is full almost 24/7, and due to where I currently have swiftwater in the rotation it gets played quite a bit more than just our average custom map (the last version i mean...) and so far the biggest complaint has been all the changes just seem to be for changes sake and didnt really add anything. Instead they just made the map a bit more confusing for those who havent played previous versions.

As it stands right now the regulars are almost split down the middle on which map should be in the rotation (hell the last vote was dead on 50% and the vote after that was 54%). Really do love the map, with or without the change. It has been a great addition to our server for a very long time now... and if you ever want some fresh input on the changes feel free to hit me up and ill set up to play it with you on the server. They are a very vocal bunch, especially on our LA server, and I'm sure they will yap your poor head off about it.

Thanks again!
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
1. When you exit the blue right spawn doors there is a little ramp up into the house with 4 black supports - if you touch those you die! Oh dear...

I must have messed up the I/O on the hurt brush. It is meant to only activate when the ramp falls so players under it aren't stuck in limbo or block the ramp from falling. I'll fix this, don't worry. <EDIT> I can't replicate this, can you elaborate?

2. Lots of complaints about the log bridge right outside of blue spawn as its very easy to fall off and there isnt a simple ramp to get out of the pit - not a big complaint but I have heard quite a few mentions of it

This is intentional. Don't fall! :) The ramp of debris should be easy to climb, I have it clipped rather than relying on the collision models. Are people having trouble getting up that?

3. Everyone on the server so far has really disliked the "slidey back hills" as they call them - they do not add to the map and seem like they are there simply because they can be.

You're right. They were included to see how the effect gameplay. I want the courtyard before the explosion to be played in more, and thought the backward sliding areas would keep the cart in that area longer. More playtesting will see if they stay

As it stands right now the regulars are almost split down the middle on which map should be in the rotation (hell the last vote was dead on 50% and the vote after that was 54%).

I'm okay with older versions being played (although pl_swiftwater has the engy exploit). These changes are sort of my director's cut - I'm fixing things I personally don't like.

For example the new house on the right of Blu Spawn exit keeps the action focused in stage one, as opposed to blu simply cutting off red by jumping the rock and fighting around the cave. That always bugged me.

Thanks for your comments. It makes me happy to hear people are still playing it. Anything else?
 
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What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
Yeah it is, sorry. I'm updating a new version as we speak.