New Submission: pl_haywood_beta5

Laz

L420: High Member
Jul 5, 2008
461
35
Downloads: A new file has been added by Laz:

pl_haywood_beta5

Beta 5 of pl_haywood

Fixed issue with players getting stuck in gates
Fixed grate bridge at red end spawn
adjusted arrows at red end spawn
rebalanced last part of stage 1
added a little more detail here and there
Upgraded skybox
blu spawn snipernest windows are now closed during setup
"matrix bug" where players could run under the map by going through the cave has been fixed.
Boring big wooden wall part 2 stage 1 has been reworked

several other issues have been fixed. Feel free to let me know any other issues

There is still a minor skybox seem error that will get fixed in the next version

thanks to tf2maps.net and z-spot.be
 

Godling

L2: Junior Member
Oct 26, 2007
55
14
You are able to shoot through the cart? I had no idea :s Why didn't anyone report this!
I'm sorry it seems I was not aware of this issue yet, and will surely be fixed in the next version.
That's awesome to hear. The only reason that haywood isn't in rot on our server is because of this issue. Weird that nobody else has mentioned it though... still... good to know you're on the job. :)
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
I liked it a lot more now than the last time I played it during game day (no clue when that was). A few issues. During the second round, blu first spawned at the rear spawn, but then after that at the forward one. My thoughts for that issue, make the forward spawn have the Red Spawn round filled out, have the rear spawn named and disabled but without the round field filled out.

Another issue was the respawn wave time after blu captured the 2nd point on the 2nd round, it was so high that they were able to cap without an D having been set up (because we were all still waiting to spawn).

Other things I noticed:

Car is too high here, and the sparks aren't turned off when it hits that path_track
pl_haywood_beta50001.jpg


pl_haywood_beta50002.jpg
 

Laz

L420: High Member
Jul 5, 2008
461
35
sorry for the hiatus lately, been busy with some trips for work, and playing fallout3, and more recently l4d.

I have rebuilt the beta5, as I lost my USB stick holding the vmf of that version somewhere in normandy. so I decompiled the bsp, and copy pasted some architecture back in beta4 until I had all my changes back. Luckely I keep detailed changelogs :D

thanks for the feedback with the screenshots. the forward spawnroom in the second room is idd an issue Ive been looking at before. I tried several different settings, but I'll give your suggestion a try. thanks.

the skybox I noticed, but was to lazy to go in, fix it, and recompile. :$

the sparks are a good note, didn't notice that myself.

wave times will be looked at for that second part.