Farmstead

PL Farmstead rc4

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RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
Now I haven't played it for a long time, but I know that sometimes TF2 games just go horribly. Don't judge anything based a single afternoon, especially when you used to have fun on it.

Also, what spots were people trapping people with teleporters? That would be more useful than saying that griefing is bad.
 

Freyja

aa
Jul 31, 2009
2,995
5,813
Hope it helps.

I'm sorry, but it doesn't help at all really. Can you please tell me where these spots are and stop assuming I magically know where they are? Stop assuming I should have already fixed them when no one tells me where anything is. I'm sorry you had a bad experience but no one told me any of this in the b1 version before the contest ended, they assumed I knew when of course I didn't.

Stuff like this is incredibly frustrating as a mapper, and sorry if I sound sour but I've heard this so much recently I'm basically pissed off:

first, Properly clip all bad spots. It will not be tolerated to have people trapping others with teleporters.

What bad spots? I did a pass myself and I clipped everything I found, so clearly I don't know what bad spots you're talking about. If I knew what bad spots there were they'd be clipped off already. Could you tell me what bad spots you expect me to clip?
 
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Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
801
1,845
What bad spots? ?

Most of the exploits abused in the test were found by Poof, so here are all of the ones he found that I found by stalking him:
^This is unlisted btw
alt link
To be fair, the major one is pretty sneaky, while some of them are more obvious. The trend was holes in ceilings/high up places.
 
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EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774

Harribo

aa
Nov 1, 2009
871
851
I don't think the problems bullet pointed by takabuschik are really Aly's problem at all, people being idiots on the server is our problem as an admin team and community.

I do agree about blue spawn feeling rather sniper friendly, certainly more than it's official counterparts and while I don't think it's a problem to the map to play a little differently I feel like it more often than not gimps blues abillity to push the rest of the map before the time limits up. Basically, red may not hold blue at their spawn for the whole round but they can regularly hold them for long enough that they will win later on. I should point out my feedback is not from playing the most recent version, but it doesn't look as though significant parts of the mentioned areas have changed so I think the feedback can still be useful.

On a minor note, when waiting at last for the facade on top to move away, it'd be nice if you could start moving the cart immediately after the payload is unobstructed. I found it annoying to see the cart should be able to go but could not until the animation was done. Even just moving the seem of the splitting facade floor so the cart is obstructed until the last second would be better, I know that's not mechanically different but i'd feel less frustrated as an attacker.
 
Apr 14, 2013
663
343
First I want to apologise if I made you upset. I did not try to do that, I'm only trying to help. When I leave feedback it's only when I really care about the map, and I think that my feedback might help the mapper notice things he did not think about before.
Here's a link to the feedback. I'm sure that you already checked it out, But it has lots of cooridnates for the clipping locations. (and other things) http://feedback.tf2maps.net/map/pl_inari_b2/


I know that sometimes TF2 games just go horribly. Don't judge anything based a single afternoon, especially when you used to have fun on it.

I fully agree. You cannot judge a map based on a single afternoon evening. That is why I am no judge, and I am not going to vote for no map in this contest. I posted what I feel because I hoped this may help Aly in her next versions of the map.
Tf2 can go horribly wrong. But when is it the mapper's fault and when you should blame the players'?
I believe a mapper should be responsible for exploits in his map. I don't believe, obviously, that you should say bad things about this, like some people have been doing on csgo new maps.
Aly, you don't need to feel bad about such exploits. It happens to everybody. I, as a tester, should have probably left feedback on the griefing spots and locations, but I didn't really know how they were done. I am no expert at griefing.
I'll run through the map and post the clipping locations.

FEEDBACK!

Some lights have vphysics but some are nonsolid.
50C1A5DAC7D56C7867D305EA2A2C615957FF1F75

this one's solid

FF1E3C01D75379C516024E09E250FE2A5E9AAB9F

this one isn't

B2785E52560F3ACBA8449AA40DB4A02C637935DE

these two are (in pic I'm standing on one of them)

In that room there's a little seam.
7C1E75ABB2DA712E0520F6F2B3DCB387468159D0


If I recall correctly, there was a tele-trap here. Probably using the method in Another Bad Pun's video.
56946E96A40F47C09CE70DE8F4FF113F4255884D


This payload door under the spawn door doesn't make too much sense to me, considering the spawn has a lowered part. IDK, but I think they may be in theory interfering with each other.
473393C64E7963D78630DF55FDAE3A911EA1700D


Bad clipping
36EEFDD8AC4D303574186C8B0BE32E56F45C6C61


Lots of beams are not clipped. Not sure if feature or not, but it can be easily be abused.
5BA9D16886125C814D0EAD18ADAC8BBE42E6ABC4

more beams

5398DFFD65FB2DC3D1F338FF5A0B1BBC09BFB9D2

yet another unclipped light


After finding this I almost wanted to keep it secret, so I could be one of the cool guys who grief and troll
5C4F64D5DC4926B39452D07214090E28A4593740

EDE0475B8F271EA13FEA2BEF8ECB386F7C9DCB4E



clipping!!
B430F40D3B027A974E5390D3D4C54CDF27B86230

383E629AD26F12F01DDD485A99FE44A01392F7EA

01079AB5994D50F956CD1A96613B0F47AF4A151C


08E53E8E724A8224BE9253028C5170766CE324A6


30032A55672238D81FE6BDBC5B689ECBCDD16CD0

In the game, some demoman stood out of the fence taunting. Others were taunting too. Once again probably another bad pun's method.

I never saw these before. I thouhgt these were just empty pipes. Somehow, when I'm on a "listen server", these particles exist, but on the US server they don't?
1552DB37E0D1024CF4A09046BC26CB1F4F874319


70713A5D6418DBF9BF5F68CD68263B69933B9283

My head can go through the roof. It's not actually too bad, just a little thing I noticed.

There are a few spots which had wierd (yet accurate and unchangeable) clipping. I have no idea how you could solve it, but I'll still mention it as a problem. You may disagree.
http://cloud-4.steampowered.com/ugc/535129935189850721/67C3D42477582405D5A4DD3E01ADDCC042625C49/[IMG]
[IMG]http://cloud-4.steampowered.com/ugc/535129935189852270/911CF54EBEBD518DF13A24D9FBB3847BDB6DB438/
It looks like in theory you should be able to jump over to the higher roof. Obviously you can't.

36F67CE540119968156E0745D08EE83517D04EE1

1BD1792E80442DABA01175A7B28819AB608F4AAD

same here.
Really! that little angled roof to the right of the conveiour just shouts JUMP ON ME! but you can't obviously because that would be an OP defender's position. I'll sugest in this case to make the conveiour lower.
 
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Melvin D Engineere

L4: Comfortable Member
Feb 25, 2012
173
192
"I'm going to say something about this map. It seems like RED team wasn't able to defend the cart for most of the round. I'm not sure if that was just this round in particular, or because of bad map design. Also, the final explosion could be a little more exciting, with the laser on the roof and stuff..."
Someone on Youtube commented on the video I recently published featuring Inari. I'm posting it here because the person didn't post it in the map thread, and I felt it might be important for Freyja to see.

Oh no was I grumpy and you were recording?
In hindsight, I should've asked everyone on the server if it was ok for me to record video footage. It never occurred to me that players may not always want to be recorded for various reasons.
 

Crash

func_nerd
aa
Mar 1, 2010
3,322
5,500
I think most of that server is used to me occasionally recording or streaming so it probably isn't a huge deal. I was just caught off guard because I'm usually the one doing the recording. Plus I was particularly salty that night.
 

Freyja

aa
Jul 31, 2009
2,995
5,813
"I'm going to say something about this map. It seems like RED team wasn't able to defend the cart for most of the round. I'm not sure if that was just this round in particular, or because of bad map design. Also, the final explosion could be a little more exciting, with the laser on the roof and stuff..."

These comments seem to be largely based upon the video. Single round where blue was smashing, and the final explosion was barely showed by you (also the particles seemed to be broken for you?)
 

Melvin D Engineere

L4: Comfortable Member
Feb 25, 2012
173
192
These comments seem to be largely based upon the video. Single round where blue was smashing, and the final explosion was barely showed by you (also the particles seemed to be broken for you?)

Particles seemed to be working. I wasn't close enough to see the beginning of the final explosion (imploding?), so I didn't get a chance to film it in its entirety. Also, teams might have been stacked, but I tend to cut out a lot of game footage where there wasn't much going on or if I died as soon as I got back to the bomb cart.
 
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Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Lots of console error messages regarding the particle system. It's trying to create particles that don't exist, and the final explosion is just a screen shake with some sounds. That's it.

Other than that: for a B3 it looks brilliant. Love the theme here, brings TF2 back to its roots of "hiding super secret spy tech laser in a barn".
 

Freyja

aa
Jul 31, 2009
2,995
5,813
Lots of console error messages regarding the particle system. It's trying to create particles that don't exist, and the final explosion is just a screen shake with some sounds. That's it.

Other than that: for a B3 it looks brilliant. Love the theme here, brings TF2 back to its roots of "hiding super secret spy tech laser in a barn".

Really? That's a pain, I might have forgotten to pack the particles. I'll have to update it soon anyway, there's a few glitches I found.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Also, just a little detail in BLU's first spawn, the door with the giant do not pass sign is somehow forgotten by VRAD. There's a patch of sunshine on the ground. While we're in that spawn, please up the lightmap scale on the left wall (facing towards the exit). This low-res thing may be fine from a distance but it's not that pretty if you're right next to it.

On sounds: add some soundscapes. It may be early beta but it sets the theme so much more.