Angkor

PL Angkor RC2

squintik

L2: Junior Member
Sep 9, 2009
57
35
Enemy team spawns way too far from the cart on the last partion. Fix this please
If I have the time to do a new version of the map, I will probably try to use the intermediate spawn for BLU so that RED spawns there at the beginning of the last round. (and change it when the cart reaches the top of the stairs)
But it might be too close to the beginning, so I'm not sure about it.
Thanks for the feedback anyway.

Getting out of spawn for blue is okay we never had issues with it but based on the above - maybe put in a cock pit exit that would allow blue players get onto a cliff or inside a cave or something as another route out.
I thought about adding an emergency door exit leading onto the other wing (which is above a small cliff / rocks), but it's kind of tricky to do, and I guess I would need to forbid RED from going onto this cliff to prevent even more spawncamping ... so in the end I don't think it's worth it.

Here's what normally kills it for us - the last cap for red stage 1 is still too easy for red to hold if they are well organized - needs another flanking route for blue - maybe a tunnel under?
Ok, thanks for the feedback, I'll see what I can do. (probably not a tunnel, but I see one small interior + access and some covers that could be added and would help for this cap)

and my personal beef about stage 1 - I LOVE the sticky jumper but as blue I can't jump over both walls - I hit a player clip forcing me to drop down into the action when I want to do an in the air flanking maneuver then attack. or alternatively get up and into the trees and rain fire down from above but clips stop me from doing it.
Well, the thing is that there's just no option for countering this, people could just jump through the whole map and immediately break teleporters for example. Obviously, people doing this kind of thing would love it, but it would not be balanced at all. It's not possible in Valve payload maps for a good reason :) (for example I love upward and I find it quite open, but you can't jump over buildings)
I think it's more a problem in round B of my map (too restrictive for normal sticky jumps), but I'm happy with it for round A and C.
 

TheGhostThatWas

L1: Registered
May 19, 2014
29
18
I really like plane model, it really stands out. All the custom models are nice, but I really like that one.
 

Pebi

L1: Registered
Jun 9, 2014
2
0
Hi there, sorry to be a bother, but I was wondering if you could release the custom models within the map? I'd like to use the plane specifically in a map I am making and it'd be great to be able to use it! Let me know!

Thank-you in advance, Pebi
 

squintik

L2: Junior Member
Sep 9, 2009
57
35
Sure, I guess I'll upload a zip with all the custom models and materials for the map, and perhaps another one with the maya/photoshop source files. (it might take a week or 2 before I can upload it, as I currently don't have internet at home)
Keep in mind that the plane (and some other models) was done specifically for using as it is in the map, so it might not work very well if you use it differently (for example if you can go in front of it or under it, etc...).
 

Pebi

L1: Registered
Jun 9, 2014
2
0
No problems, thanks for the heads up! Look forward to hearing from ya, appreciate it!

Pebi
 

Rizz

L5: Dapper Member
Dec 18, 2009
210
21
What is with the download speed for this map? I've been downloading for five minutes now and am only at 5.1 MB...

I just downloaded a bigger map from TF2Maps in about five seconds, wth?
Can we get another host?
 

squintik

L2: Junior Member
Sep 9, 2009
57
35
- added forward spawn for defense in stage C
- some tweaks to geometry in stage A in order to break some line of sights and help a little bit more the offense
- fixed some bugs with elevators and doors related to the capture points
- updated visuals for lights (adding sprites and light beams)
- fixed minor bugs with team_control_points properties (wrong hud icons, disable sounds, hiding the final CP)
- various other minor bugs (texture alignments, clipping, etc...)

Read the rest of this update entry...
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
Merciless bump, because this map would be perfect for the Jungle Update
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
nice map! but the cart is a real rebel.
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