BeerBowl

PL BeerBowl b8

ShamanBond

L1: Registered
Apr 16, 2010
33
5
Long walks yes, but you can change respawn times with CFG files in the server you run the map on so you can fix that yourself.

The final point on B5A is almost impossible to defend at this point, too many entry points. I like the removal of the tunnel to the end but at least one of the right side paths needs to go away to make it defensible again.
 

Powerlord

L3: Member
May 8, 2010
127
60
Something I noticed on b6c (which I just put on the RUGC Midwest server)... it's possible to get caught between the two parts of the cart and not be able to get back out until the cart starts turning a corner.

I assume this is also how the cart parts get separated, as I was only able to get out because it turned the corner away from me.

For reference, I was playing a BLU pyro and got caught right after the first turn outside BLU spawn.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
541
If you are still working with this map, i have couple of suggestions. First of, there's a bush hovering after the first 1point, left side as seen from blu base. Then on the RED base, there a plank showing at top up of the door. People also get trapped into that same RED base and die if the cp is capped at the right time. There are also too many ways to flank the other team.
 

NightHawK

L3: Member
Mar 1, 2008
107
74
If you are still working with this map, i have couple of suggestions. First of, there's a bush hovering after the first 1point, left side as seen from blu base. Then on the RED base, there a plank showing at top up of the door. People also get trapped into that same RED base and die if the cp is capped at the right time. There are also too many ways to flank the other team.

I'll look into fixing those bugs soon. And investigate which flanking paths are a bit too much.
 
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Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Holy shit, a new version of Beerbowl?

My biggest problem with this map has always been the last point. Any changes there?
 

NightHawK

L3: Member
Mar 1, 2008
107
74
Holy shit, a new version of Beerbowl?

My biggest problem with this map has always been the last point. Any changes there?

I completely redid the last point since the brushwork was very messy and I just didn't like the way it was being defended. I also redid most of the map due to very messy brushwork and wanted to shake things up.


I'll do my best to keep on improving the map (no matter how many beta versions it takes) and hopefully have a final version in the near/far future.
 
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RaVaGe

aa
Jun 23, 2010
733
1,210
Damn that lighting is weird, choose either green or yellow as a main colour, but please don't mix both. I really liked the old lighting why did you changed it ?
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
541
I don't think your payload cart is quite right. It seems to be missing half of it. The lighting is nice outside, but inside it's too yellow imo and the humping cows? I have no words left.
 

NightHawK

L3: Member
Mar 1, 2008
107
74
Damn that lighting is weird, choose either green or yellow as a main colour, but please don't mix both. I really liked the old lighting why did you changed it ?

I wanted to see what the map would look like under different lighting. Maybe i'll return back to the old lighting or try out a different kind of lighting or just fix the too much yellow on the inside.

Here's what it looks like with the old lighting:
MtNBGzz.jpg

WwWxnLc.jpg

O4eKlhE.jpg


I don't think your payload cart is quite right. It seems to be missing half of it. The lighting is nice outside, but inside it's too yellow imo and the humping cows? I have no words left.

The cart is right, I had to cut off other half since it wasn't working right with the roll down and roll forward mechanic. (My two func_tracktrains kept going inside one another, so I decided just to go with one.)
 
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Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
If you're going to do that you may as well add a third wheel to the back of the cart so it doesn't look so awkward.

Personally I think it would be interesting to go with a sunrise setting rather than sunset.
 

NightHawK

L3: Member
Mar 1, 2008
107
74
Changelog From Beta 6c to Beta 7c (Super Summarized)

-Added rollback and rollforward mechanic
-Re-designed 2/3 of the map
-Cleaned up all of my old messy brushwork
-New Final Capture Point
-Re-designed 1st Capture Point Area
-Reduced walking distances
-Did multiple pass throughs to get the map as optimized as possible.
-Added an additional forward BLU spawn near the 3rd Capture Point
-Changed the lighting to a sunset (Will try to make it less yellow)
-Added Humping Cows
-Fixed several minor bugs
-Speed Boost is now 3 people on the cart and is significantly slower than the previous speed boost
-I enjoy having this, since it adds a lot of pressure for RED to defend the cart and a nice little change from standard payload maps.
-Added Custom Health Packs
-Beer Bottle = Small Health
-Six Pack of Beer = Medium Health
-Beer Keg = Full Health


Bugs:
-The cart doesn't kill buildings in front of it though having a trigger_hurt on it.
-Minor visual bugs

To-do List:
-Change the lighting to be less yellow inside.
-Or change the lighting to something else.
-Fix several minor bugs.
-Continue to balance the map as much as possible.
-Slightly reduce speed boost.
-Change weird looking bridge near the 2nd capture point to something more normal.


(Aww my formatting didn't carry over.)
 

BurritoBazooka

L1: Registered
Mar 6, 2016
1
0
Does anyone have issues with boulders not appearing properly sometimes?

I was in-game on a server I don't own, and this map was set. It loaded, and lots of users complained about invisible walls. When I had a chance, I checked it out. Everywhere in the map where boulders were before, there was now just a dark spot on the ground. You could walk and collide with the boulders normally, but they would be invisible.

I took a demo, intending to take screenshots of it later. When running the demo, the boulders were there and visible. This is one of the boulders (near BLU spawn) which were invisible in-game (and visible in the demo).

75UywK8.jpg


It is happening with B7C. Anyone else have this issue? Regularly? How can I give the map maker more info so they could fix it, or at least find out whether it's the server's fault?

edit: Apparently it was fine after people restarted their TF2 clients. I guess it was a once off thing. Still, I think it's good to report it here, in case it happens a lot to others.
 
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