Stallberg

PL Stallberg rc3

Fluury

L5: Dapper Member
Jul 30, 2017
236
170
>feedback<

Thank you so much for the valuable information!

The cliffwall rock props have always been kind of an issue. Moving them downwards would result in the visual aspect of the cliff-area to become very poor looking, while leaving them as they are right now introduces, as you said, a new batch of issue which is the player wondering which wall he can stand on or not.

I will try my hardest to find a good compromise between "this looks good" and "this is low enough that the player should be aware they cant stand on this. Hopefully."

As far as the other ones go, I'll look into clipping them better because that teleporter spot really is a no-go.

As far as the func_brush stuff goes: The reason some stuff has been func_brush'd is because of hammer reporting a nasty "Too many t-junctions to fix up!" error. I figured I could just turn some func_details into func_brushes but I completely forgot that you can't slap stickies on them! That is really bad. Guess I gotta tango with the compiler again today and find a way to deal with that error without having to func_brush gameplay areas.

As far as the rest goes - especially the cart getting stuck - that is a no-brainer.

Honestly the map has been played regularly on a few servers so seeing the func_brush issue and/or the clipping issue on that cliff-side with the trees only being reported now to me is a real shocker.

I will try to get an RC3 out once I get back home.

Thank you so much again!
 

Fluury

L5: Dapper Member
Jul 30, 2017
236
170
try func_lod instead of func_brush. I think stickies actually stick to that.
Ironically enough just the reason why I had to recompile this one time: They don't! :(
I ended up making support beams on the roof-parts into lods as stickies are rarely gonna come into contact with these either way.
Pretty shocking surprise !
 

Fluury

L5: Dapper Member
Jul 30, 2017
236
170
Now this one took longer than I anticipated.

CHANGELOG RC3:
- Updated the cliff area around second and the cliff area around the building at first:
CpPQw5M.png

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While I personally believe both variants look worse, the large gap between the rocks and the lack-thereof on the other rockwall that was commonly making players think they can access the rocks should help communicate to players that they cannot walk on them.
- Fixed up some prop-fade distances
- Fixed func_brushes being in gameplay spaces, preventing stickies from sticking to the ground.
- Removed the platform sticking out from RED's first spawn into the stairs upwards - it was very awkward to move around and honestly has no reason to be there.
- Added a func_nobuild for teleporters at the platform around the cliff at last
- Made the collision around the rocks much more closely resemble the actual rocks.
- Fixed the cart getting stuck on the bulletblock2 brushes around the cap-models
- Fixed a few more lighting issues
- Fixed lack of clipping around the cliff area of Last.

Read the rest of this update entry...