Swamplands

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
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Okrag, I don't get it.

Explain please?
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
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Okrag, I don't get it.

Explain please?

Agreed. Do you mean the white reflections on the water? If so, it might be an issue your end with graphics problems, or an issue with the texture/pakking becuase it's normal for me...
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
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Agreed. Do you mean the white reflections on the water? If so, it might be an issue your end with graphics problems, or an issue with the texture/pakking becuase it's normal for me...

I think problem is water, we all know how much Okrag loves pyros and hates water. :p
 

Okrag

Wall Staples
aa
Jun 10, 2009
1,029
655
When I ran through all the water was reflecting white, made the water look like milk.
 

J4CK8

L11: Posh Member
Mar 4, 2009
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-02/11/2010-
Alpha a10 release
-Fixed bugs listed on feedback page
-Started to detail cp3

Water still seems to have a wierd reflection, might repalce it with a normal water texture next time as opposed to swamp water, see if it makes a difference.

No idea why it wont work for you Sergis... Maybe now the swamp pack is official?
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
The Swamp Theme is official, meaning that you, Jack, no longer need to pack stuff.

... Unless its a skybox. There were some things lost in translation. For now.
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
The Swamp Theme is official, meaning that you, Jack, no longer need to pack stuff.

... Unless its a skybox. There were some things lost in translation. For now.

I still do. I think I'm still using a swamp skybox...but also have particles that weren't packed. When I ran packbsp it seemed to pack quite a bit, and the size of the map hasn't shrunk, but then again, I wasn't using that many swamp assets to start with.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
The walk times.

Oh god the walk times...
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
The walk times.

Oh god the walk times...

...From where to where? I had no complaints from what I saw in the previous version of long walk times or needing a new spawn seeing as I just added 1 for BLU and a secondary exit for RED's first spawn.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
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I haven't checked, but I would not be surprised if Valve added a lot of the swamp pack assets but under different paths/names.

If this is the case, you still need to pack everything unless you do some global search/replacing of models, texture names, etc.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
I like the map, maybe a bit long, but no longer than swift and not as long as the one with Lil Choo Choo.

Both teams got the cart to the end of the track though the end point was a bit tough. Maybe because red spawn is right on top, maybe red's respawn should be a sec or two longer?

Maybe a few more arrows too, out of teleports it was easy to get lost for a few seconds.
 
Apr 13, 2009
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Yeah basically RED should maybe stand a better chance at stopping BLU before their final part (think badwater's B), the last part is difficult to get through, but one test isn't enough to tell if it's fair or not. Maybe if the final cap was a little bit less far ? Have a bit of the buildings sustained by support beams right above the big fall ?
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
I like the map, maybe a bit long, but no longer than swift and not as long as the one with Lil Choo Choo.

Both teams got the cart to the end of the track though the end point was a bit tough. Maybe because red spawn is right on top, maybe red's respawn should be a sec or two longer?

Maybe a few more arrows too, out of teleports it was easy to get lost for a few seconds.
I might remove one of the cap points and spread them about a bit more...Respawn times are still default or close to it, I think that is the first suggestion I've had involving them, so thank you :)

Yeah basically RED should maybe stand a better chance at stopping BLU before their final part (think badwater's B), the last part is difficult to get through, but one test isn't enough to tell if it's fair or not. Maybe if the final cap was a little bit less far ? Have a bit of the buildings sustained by support beams right above the big fall ?
It was tested on Hampshire Heavies on Sunday and pretty much the same result. I got a few ideas from both tests of what to do. Do you mean move the pit back a bit, but keep all the buildings where they are? Sounds like it could work actualy...

Can't wait to see this once it hits beta.
Me too, I just hope it gets there :)

Stay tuned for..._a12! (or _a11a so it looks like I've not made tons of alphas)