Pier

PL Pier b23

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Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
855
Every time I run this way on Red it looks like I can jump on the building on the right:
http://steamcommunity.com/sharedfiles/filedetails/?id=153624735

The first choke-point through the tunnel after the opening beach area is amazing. I love running over it and flanking people. I give this part 10/10 choke point of the year award.

I don't like the area that's the city street going onto the final pier. It's rather cluttered and doesn't feel very "tf2-y". Still not sure a paved city street like that has any place in a TF2 map.

The final point was fun but kind of silly. Felt gimmicky in a bad way. It's also so small that I fear it won't work well on full servers.
 

Egan

aa
Feb 14, 2010
1,375
1,721
I agree with spud on the size of the final point, but I disagree about his gimmicky remark (sillyness in tf2, how is that not normal).

85ddc073.jpg

this looked weird, the two concrete slabs not connecting.
also in that area there was a lamp post on some stairs that kept making me stop moving whenever I walked past it - clip it if it's not already.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Something I noticed:

5D7DA08994B8FECA1962ADABF9D83AB1AA6D44F9


Once the payload breaks this barrier at the end of the round, players can walk through and go well outside the boundaries of the playable area. Was that intentional?

There's also z-fighting here.

Also, the texture on the fronts of the stairs in BLU's spawn doesn't vary horizontally the way your outdoor steps do.
 

NoHeroes

L2: Junior Member
Oct 16, 2008
94
53
Just FYI - we're getting alot of end of round crashing on the B15 version of the map (on a 32-player server).
 

Blade x64

Logical insanity
aa
Sep 3, 2009
239
633
I've got another version out with what I hope will finally put this edict problem to rest. The edict count is just a little lower than what badwater has, so if it still crashes and gives the error 'ED_Alloc: no free edicts' I'll probably just reupload b11_fix. Something funky is going on during the round change and I have no idea what since that is handled by the game.
 

Powerlord

L3: Member
May 8, 2010
127
60
I'm seeing a b16 in the downloads on here... any notes about what changed since b14?
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
could it be that the endround salute is full of dynamic ents that do their thing and instead of being killed just stay to stick around, eating the limit without doing anything?

idk just throwing this thought out there, i don't know how you made it so it might be complete nonsense
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
If so, that's gonna be annoying, since entity killing wasn't added until the Left 4 Dead engine, wasn't it?
 

TheClaudioAmericano

L1: Registered
Mar 27, 2013
46
16
Really love the visuals and gameplay of this map.
However, I know this isn´t exactly constructive criticism but, would it be possible for you to add HDR in the newer versions of this map, if they´ll be any?
I hate it when such a great map like this lacks HDR in Source Filmmaker.
And we all know how SFM can be a bitch when it comes to HDR, I believe.

EDIT:Well I´ll be damned, you already did that with b16. Heh, nevermind then.
 
Last edited by a moderator:
Oct 6, 2008
1,948
446
We've been getting map crashes on a 32 player server to the extent that it had to be removed.

Everyone liked it except for that.

Can you check your entity count and coding and see if it can be lowered? Perhaps check static props aren't coded as dynamic < this will help a lot.

Also - you have put in a player clip above red starting spawn that prevents players going up onto the balcony there - there were a ton on negative comments on it - can you remove it in your next version?

Thanks.
 

Nuclear Arbitor

L1: Registered
Dec 4, 2011
5
0
apparently a light post right before the first point, near the top of the stairs, has clipping issues and people get stuck in it.

yeah, it does. also the window right next to the third point. if you approach it from the hill on the corner you get caught.

a player also suggested adding an audio cue for the raising of the platform right before the 4th point to prevent confusion.
 
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Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
An absolutely gorgeous map and definitely among my favourites. Glad to see it on the workshop, and I can't wait to see what's new in this version!

And while we're on the subject, why don't you ever post in this thread?
 

Blade x64

Logical insanity
aa
Sep 3, 2009
239
633
Because sometimes I forget there's a thread here. Not like it's a happening place, anyway, as the other posts on this page are 1-2 years old.

Also updated to B20. Major changes to the final point.
-Moved all the burgers
A to B
-Widened bridge path
-Shut doors to blue building
-Widened canal path
-Added wine cellar flank to B
-Reversed side stairs to red house bridge was on
-Changed some pickup locations
B to C
-Added lower dock pathway (no more jumping across!)
-Dropped path under dropdown
-Tweaked far entrance to warehouse
-Moved more pickup locations
D to E
-Raised corner choke side because this map needs more height variation
-Swapped side of stairs next to the shooting gallery
-Moved shooting gallery, was replaced by overpowered sentry alcove
-Erected a barricade next to truck
-Added upper level to red spawn building
-Removed doorway between catwalk and connector building
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Just tossing the changelog up here whenever you updated the map would probably generate more conversation and let people know when a new version is released.
 

Random Chaos

L1: Registered
Dec 31, 2014
25
1

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Anyone mind importing the download?