Stoneyridge

CP stoneyridge rc2

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Stand behind the shed in front of the tower, it "blocks" the explosion. Also, if you stand over in the corner by the health pack you are out of it's range.

Also if you're dead when it happens the spectator camera should focus on it.
 

tyler

aa
Sep 11, 2013
5,102
4,621
http://i.imgur.com/jwncj.jpg
You can cap from here.

http://i.imgur.com/wwng5.jpg
This is an ugly, out of place texture.

http://i.imgur.com/RlIif.jpg
This is a weird prop to have here. Also the metal should have a doorframe, or something?

http://i.imgur.com/9h3Ki.jpg
This door is... ugly? Ugly is the word.

http://i.imgur.com/uazJV.jpg
These vents look like you forgot the other vent props. Like there is nothing holding them up.

http://i.imgur.com/jA4r3.jpg
These look untextured.

A lot of your detail areas below or above play areas should probably be dimmer. Not only do I kind of expect to make my way down into them somehow, but dimming them and increasing the lightmap scale would probably greatly help filesize. I see a lot of wood detail brushwork that could be props too, if only to save on lightmap data.

Your explosion is neat. I kind of dislike how fast the flames shoot out, though. I'd suggest having two kill triggers, one for the pit and one for the explosion, and only activate the latter for a second.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
We'll keep the pictures in mind for RC2, thanks.

I know xzzy did a ton of lightmap optimization, so that shouldn't be too big of an issue. I think if anything is messing with the lightmap size, it's the easter egg light switch, sadly. We love that light switch.

The explosion trigger does go off for just a second but we have a secondary trigger around the tower structure to hide the fact that we couldn't get it completely non-solid post explosion.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Get Valve to buy it and fix the solidity issue.

Bonus points: get them to hard code the fix into your map, so no one else can use it.
 

xzzy

aa
Jan 30, 2010
815
531
Pfffft, I spend months making the map brighter until people stop moaning about how dark it is, and once I think I'm done someone wants it darker somewhere?

Just can't win!


Regarding solidity, the only fix we need is for stickies to work on func_brush entities. Commence letter writing campaign.. now. This would fix a huge number of maps, going back as far as goldrush.
 

WolfKit

L3: Member
Jun 26, 2012
128
83
Pfffft, I spend months making the map brighter until people stop moaning about how dark it is, and once I think I'm done someone wants it darker somewhere?

Just can't win!


Regarding solidity, the only fix we need is for stickies to work on func_brush entities. Commence letter writing campaign.. now. This would fix a huge number of maps, going back as far as goldrush.

Stickies won't stick to the bridges in nucleus because of func_brush, right?
 
Sep 7, 2012
638
500
Pfffft, I spend months making the map brighter until people stop moaning about how dark it is, and once I think I'm done someone wants it darker somewhere?

Just can't win!


Regarding solidity, the only fix we need is for stickies to work on func_brush entities. Commence letter writing campaign.. now. This would fix a huge number of maps, going back as far as goldrush.

Back when I thought it would be fun and innovative to do a skilift map I was experimenting with various entities and I think I may have had relative success with one of the different types of train entities? That might have only been player walkability though, not sticky placement. Ignore me if you know the answer already.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Stickies won't stick to the bridges in nucleus because of func_brush, right?

Those are either func_brush or func_door. Basically any brush that can me parented or disabled wont allow stickies, at this point.
 

xzzy

aa
Jan 30, 2010
815
531
I made a thread about it here, though it's not very usefully named:

http://forums.tf2maps.net/showthread.php?t=20420

Which gives some documentation of the problems associated with dynamic map elements and stickies (and curiously, engineer teleporters).


Moral of the story being, on the unlikely chance I make another TF2 map, there will be zero dynamic features accessible to the players.. it breaks too many essential game features. With rumors starting to pop up of a "Source 2" engine being under development, I seriously doubt we'll ever see it fixed for TF2.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
With rumors starting to pop up of a "Source 2" engine being under development, I seriously doubt we'll ever see it fixed for TF2.

The Source engine builds in their newer games are a pretty big improvement over TF2's, but that hasn't stopped them from adding features to TF2's engine. Dynamic model loading, instant Alt+Tabbing, etc. (the latter of which still hasn't even been patched into any of their newer games, to my eternal frustration)
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
It's interesting how you chose the one path nobody ever uses for your flythrough

This forum is the only place I have ever heard of this complaint.

I use this path often. I see this path used a lot.
 

xzzy

aa
Jan 30, 2010
815
531
I assume you're referring to the route that goes by the cliff and down towards the space under the bridges in front of A?

It's not a heavily used route but it's important for sneaky classes and can be useful for busting sentry nests because it provides some unique angles on spots.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
I get all that, it's not even a complaint, was more saying it's actually a good choice to show the least used path on the flythrough so people know it's there and use it a bit more than people who open the map and haven't seen that vid
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Stoneyridge has hit 500 plays!
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