snowycoast

PL snowycoast B6

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EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
I have no idea, unless you're somehow stuck in the displacement that sticks out slightly. The amount it sticks out is pretty slight... lots of areas that are much more pronounced on other maps (thinking of some spots on goldrush and gravelpit). Only thing hidden in this screenshot are hint brushes btw:

GLHtGfU.jpg


I'll soften that displacement up and/or add more clipping there.
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,308
2,743
You may wanna ask Fubar for the replacement to that generator light prop on the right btw, since he made a version with proper clipping.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
It's difficult to see in the screenshot, but there's a brush in the main generator portion for collision and it's otherwise non-solid, so it's fine. Accurate collision there would just be something annoying to get stuck on when passing by. Plus I don't want to add more content to the map as it's already a hefty size from the custom stuff.
 

Jekyllson

L3: Member
Jun 20, 2015
115
67
How did the changes turn out, by the way? Are you satisfied with the resulting flow of the map?
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
How did the changes turn out, by the way? Are you satisfied with the resulting flow of the map?

Mostly satisified. People are definitely defending better on third and last now.

There's still some changes I'm considering to improve the flow though.
 

Izotope

Sourcerer
aa
May 13, 2013
698
764
I have no idea, unless you're somehow stuck in the displacement that sticks out slightly. The amount it sticks out is pretty slight... lots of areas that are much more pronounced on other maps (thinking of some spots on goldrush and gravelpit). Only thing hidden in this screenshot are hint brushes btw:

GLHtGfU.jpg


I'll soften that displacement up and/or add more clipping there.

I may or may not have crouched shortly before getting stuck, it all happened so quickly so I might not recall correctly.
I'll start up the map real quick and see if I can replicate the scenario.
EDIT:
Can't seem to replicate it, I tried my best to get stuck, so I have no idea how this happened before.
You probably don't have to change anything there, as this may have just been a really rare case of [something].

As for the changes:
I feel like it's really balanced now when I play on a server that has somewhat equal teams.
I'm definitely happy with what you've done.
 
Last edited:

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
So what are you considering changing in the map?

The overall flow of difficulty is a bit off. Second is still a strong place to hold, and while the last update made 3rd much much better to defend, ideally I want a steady increase in difficulty as you approach last. Right now it ramps up at 2 & 3 and is easier at 1 & 4.

It will probably be somewhat subtle changes, like decreasing the amount of time added when 3rd is capped plus a couple of more apparent changes like adding a minor alcove to 3rd on the rock wall around the curve. Nothing massive, but I need to put a lot more thought into it first.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
To be fair, I feel that C is easier than B in Badwater Basin as well, at least if RED was smart enough to set up on the roof in enough time. The progression is less from easy-to-capture to easy-to-defend and more from straightforward to chaotic.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Got a question for you: Is the skybox in this map a compressed texture (DXT1)? The standard for skyboxes is to use BGR888, and I can see what appear to be compression artifacts in places. Also,

5E7794D9970A60EBEFF8D2AFF9F70DC26157FB36


Consider setting the lighting on this sign to use lightmaps.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
Got a question for you: Is the skybox in this map a compressed texture (DXT1)? The standard for skyboxes is to use BGR888, and I can see what appear to be compression artifacts in places.

Maybe. Probably. At one point I thought it would be a good idea to shrink the sizes of most of the textures since the custom content really ramps up the download size, and probably nailed the skybox ones in the process (it is not a good idea to do that to skyboxes). I'll revert when I do another update to the map and fix them.

Consider setting the lighting on this sign to use lightmaps.

Yeah, I should get that one and the other near the 1st point, too.
 

Jekyllson

L3: Member
Jun 20, 2015
115
67
I just wanted to say, it's always really exciting when maps that are officially in-game get updated. I hope the mapmakers for maps featured in future campaigns show as much commitment to ensuring that their maps are as good as they can be as you have, EArkham :)
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Noticed 2 things while playing today.
71EFC84609AC3BE0749C2C7D6B5D7A36A6558E56

This respawnroom visualizer is misaligned.

063CD0FE55D60D317C1311B5C0A94AC0962D6F5C

This respawnroom visualizer is placed weirdly. On one hand I get why it's there, since the dropdown out of spawn is right next to it and it would be really easy shooting into spawn if it wasn't there, but on the other hand I expected this to be a passthrough area to the other exit and into the building where the cart is when the final gate open.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
This respawnroom visualizer is placed weirdly. On one hand I get why it's there, since the dropdown out of spawn is right next to it and it would be really easy shooting into spawn if it wasn't there, but on the other hand I expected this to be a passthrough area to the other exit and into the building where the cart is when the final gate open.

That's exactly why it's placed like that; the passthrough is only meant as a shortcut for RED. The reason the visualizer is not in the next doorway is because I didn't want snipers sitting there behind the visualizer and covering the far flank.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
That's exactly why it's placed like that; the passthrough is only meant as a shortcut for RED. The reason the visualizer is not in the next doorway is because I didn't want snipers sitting there behind the visualizer and covering the far flank.
Aah, I see.

Then why not put up something like a NO ENTRY sign or something like that up at the entrance point, or move the respawnroom visualizer back to the main entrance into that hallway. Makes spawncamping that exit harder too.

Back to here:
AzXvGVw.jpg
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
I don't understand what you mean. That spot in the hammer image with the green is exactly where I didn't want snipers standing behind to snipe from...?
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
I meant putting the respawnroom visualizer in that spot. But you're right about the Sniper part. Still. Make it clear for BLU that that hallway is a dead end for BLU.

Got more:
0FB145D55A4DAACB32798B02F5F673CF75645B8B

Ghost lighting stays after the red Resupply sign disappears when that spawn is no longer RED's.

A707923FC420256FB87B408AC89BC791B5EADB2E

If you look veeeeery carefully above the Scout's head, you'll see a itty bitty tiny gap in the wall at the floor level of the other side.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
Actually not a gap, that's the overlay for the health/ammo up there showing through. I've never quite understood what causes that or how to prevent it (that's a solid brush it's sticking through). You can see the snow overlays on some of the stairs doing the same thing at RED's last spawn. :(
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Moar stuff.

6D870DFD377BFD5ADA48F4CC6346E46948C33A49

Can get stuck on this beam.

A00E8D10FF6D800DD9E3F563A4391B8108FE4AD6

Long unobstructed view into RED spawn.

Just for giggles.
6C666A5D81B49750EB376AD769BFDB9291AB8BC8


That said, C becomes impossible to push into once RED has more than 2 or 3 Engineers set up here, which will happen like 90% of the time in a Valve pub. A particular spot is on the red barrels in the top-right where it completely covers the right cave entrance into this area.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
I actualy am not surprised about it though, the same happens in other maps aswel. Once the red team manages to get a large sentry nest at such bottleneck it can often lock down the map. dustbowl, goldrush, upward, badwater all have similar issues. I think its just the case of 'the red team is better than blue' which is normal to happen.

However, i can see the issue that there is no blind flank to that area, where on upward cp2 there is one. This might be needed for that single decent player to hinder the defense (spamming stickies from a blind spot might not stop them, but it will surely hinder them enough to deplete the metal reserve). That path on the right side might have that potential, but its an already underused path for that and can be equaly used against you.