Jungle Inferno

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
Even a few new MvM upgrades to boot!

Granted, they're for the new weapons only, but still.
 

Tango

Sauce Copter Enthusiast
Jul 10, 2017
198
241
Now we just have to hope it doesn't ship broken.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
It's probably nothing, but it's worth noting that different characters on the coals flame up when the coals are selected and hovered over:

image.png


D23A
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
Two cases with 20 items each is a lot more items than were in the promo, isn't it?
 

Quantum

L3: Member
Mar 31, 2016
119
99
-Community Request - Added tf_playrounds/tf_listrounds debug commands to jump between mini-rounds on multi-stage maps.
--May not work on all maps if the map ties custom logic to entities other than the mini-rounds themselves (e.g. arbitrary capture zones (e.g. dustbowl))

If I'm understanding this one correctly, this'll be pretty darn useful for multistage map testing.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
"Fixed bottle, Scottish Handshake and Neon Annihilator not having their models break on crits''

REJOICE!
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994

Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
Ran around Mercenary Park. Not sure how I feel about the artpass (color scheme feels off, lighting and some detailing feels rushed but are more easily fixed), though I'm always happy to have more assets. Really like how the red truss structure continues throughout the whole map. Some observations, in case Valve is reading:

https://i.imgur.com/qPJoQKG.jpg
Can stand behind the railing (maybe intentional?) but you clip through the rocks and the far rock model disappears (prop fading?).

https://imgur.com/18NxZvW
Can't walk towards the fence any closer. Around 92 units of space that appears walkable but isn't.

https://i.imgur.com/BVLcEfv.jpg
Can stick my face in these. Also is this wall supposed to be glossy?

https://i.imgur.com/FikfIDp.jpg
When walking here my head gets caught on the beam above me for a little bit. Hardly slows me down but it feels wrong.

https://i.imgur.com/TdCwVmA.jpg
The lighting in a lot of places seems really dark.

https://i.imgur.com/IQGxHJ0.jpg
I think some maps use this as a dynamic door texture? I think there's a variant with a big hand sign on it for decor.

https://i.imgur.com/g280ViH.jpg
Z-fighting.

https://i.imgur.com/7Ab9kKy.jpg
Would suggest mullions on the glass windows so that they appear obviously different from the nearby window that you can jump through.

https://i.imgur.com/zmQkXtc.jpg
Prop skin mismatch.

https://i.imgur.com/MWSFzq1.jpg
Same deal with walking under the stairs, head gets stuck for a moment. This one seems less annoying.

https://i.imgur.com/aefsr5q.jpg
The "thickness" of this truss is a little too thick and you can see the gap between inside and outside faces.

https://i.imgur.com/xd7hFMe.jpg
Can the elevator come down to this floor? (Presumably yes because of the medical room.) Lowering the floor a bit to accept the elevator cab would be a nice detail to convey that idea.

https://i.imgur.com/S3peU0A.jpg
Texture misalignment. These doors could also use some frames.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
New flamethrower particles are borked for me; I can't see them at all, even after validating my files.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Update: I found a fix to the flamethrower particles not appearing. For anyone else having the same problem, add this to your game parameters:
Code:
-force_vendor_id 0x10DE -force_device_id 0x1180
 

Tango

Sauce Copter Enthusiast
Jul 10, 2017
198
241
Never in my life, have I seen a casual lobby of only pyros...
THREE TIMES IN A ROW!