Vigil

PL Vigil RC10

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Billo

aa
Feb 8, 2016
920
397
hey!
great job with your map! i think you did an amazing job and i look forward to playing the map with other players.
i downloaded your map and tested it. i found out that if you go as soldier or pyro or demoman ( classes that can do a long jump ) and you launch to the deathpit there are some places where you wont get killed and you survive the fall. ( point A-B ) i dont know about point C. 20180112204126_1.jpg 20180112204231_1.jpg
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
20180225133419_1.jpg

For some reason on red the doors to the final spawn have the no entry visualizers even though you can enter them. (if you go back here before this spawn is active, at least.)

20180225131847_1.jpg


A bit of a nitpick, since it's only really visible from a small spot, but there's something kind of stange looking about the space between these two buildings. Something really simple like a rope or a small prop might help make it look less empty and abrupt.

20180225133217_1.jpg


The way things look when you fall off the edge of the map is a bit offputting, honestly. Not sure if this is a skybox or a solid brush down here but editing it to look more similar to the clouds might help?

20180225133019_1.jpg


Not really sure how I feel about the use of a Swiftwater overlay here, since I don't think it really jives with the rest of the art style.

I should say, I feel like the screenshots in the OP really, really undersell the detailing in this map. A couple of them seem to put the focus on buildings with almost entirely empty walls. That said, the building immediately outside of BLU's first spawn could probably do with a couple of decals or overlays just to break up the monotony of the outside walls.
 

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
446
457
For some reason on red the doors to the final spawn have the no entry visualizers even though you can enter them. (if you go back here before this spawn is active, at least.)
I think that I hid the spawnroom trigger and forgot to unhide it before compiling, so the spawnroom entity isn’t there. Damnit.

I’ll have another look at below the clouds as well. I had thought that I had edited them to be the same texture as the clouds (before it was just skybox below them). Might be due to the layer of clouds just above casting shadows onto the bottom layer.

As for detailing stuff, I’m gradually putting more decals in over time, and I probably should change up a few of the screenshots.

Seems like I’ll have to recompile it again later this week.
 

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
446
457
- Filled in pit at last point
- Lowered sentry platform on last
- Added stairs to the flank room on last
- Added a prop jump to allow blu to get up the outside part of the flank room on last
- Added a high fence on the edge of the map on the flank of the last point
- Spawn time adjustments on last
- Removed the decrease in rollback time after the cart goes up the final rollback ramp
- Reduced size and adjusted position of third point rollback ramp
- Added barriers to the rocks near third point to reduce sniper abuse
- Moved entrance of house between second and third to before the crates
- Some changes to detailing

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Retro_Game_kid

L1: Registered
Apr 9, 2018
15
4
For those people who played it, what do you like/dislike about the third and fourth points (especially the third)? I'm thinking about changing around red's last spawn so that it's directly behind the support for the telescope and changing the lower flank so that it's longer and exits into the final area at the side rather than at the back.
Additionally, should I instead make the telescope a laser gun? The laser gun could fire if red wins, and blow something up in the sky.
Last is a bit choke like but a slightly longer Red respawn time would fix that
 

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
446
457
- Removed perch points
- Fixed sticky bombs being able to be placed under displacements hill from 1st to 2nd
- Fixed BLU players being able to use loadout binds standing next to doors of RED's final spawn
- Changed rock clipping and raised fence next to rock on first to prevent snipers from getting on top of the rock
- Changed how the ducks operate (still random, just made it harder to cheat to find them)
- Added 9 new duck spawning positions (1 for each class of duck)
- Added/improved on other Easter Eggs

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FloofCollie

I really suck!
aa
Nov 5, 2016
600
669
I just played this in a server, it was so much fun!! We were down to the last 10 seconds on Offense and managed to break in with two Ubers and win the game! Visually, gameplay-wise and overall I feel like this ought to be made official.
If I had any criticism (not that it's worth much since this is an RC release) it's that some areas, mostly the RED concrete walls and a large wooden one at C are quite bland. There's also a few areas where displacement walls could be varied up a bit, but nothing earth-shattering. Brilliant map, I love it.
 
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theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
446
457
- Added sky-bridge above cart path to first to prevent high bombs from demomen
- Changed rock formation on first to building to prevent snipers from being able to climb up there. Roof is buildable, so snipers are able to use teleporters to get up there, although there is not as much cover on top of the building compared to the rock formation that was previously there
- Added new route into the side building leading into second from the forward hold on first
- Added new fence next to the cliff on second to add more possibility of ubers being used from tunnel
- Blocked sniper window from connector between 2nd and 3rd into 3rd, while also restructuring the connector slightly
- Extended the corner of the porch on third out to allow better holding of the point
- Streamlined flank near RED's spawn on last
- Improved clipping around the map
- Added a 5 second delay between second being capped and the front door of RED's first spawn locking, as well as a 5 second delay between third being capped and RED's spawn access from locking to aid RED's rotations

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theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
446
457
- Moved the middle doorway in the side house between first and second to behind the chicken wire fence, with the gate previously in that door being removed
- Adjusted some geometry in the side house between first and second to remove sightlines introduced by previous change
- Extended the rollback ramp on third and moved it closer to the point

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theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
446
457
- Changed geometry around RED's final spawn
- Added awning to wall on cliff outside final point
- Adjusted clipping for better movement around map and removing some perch points
- Added block bullets to many spaces in map so splash damage doesn't get lost
- Raised health and ammo so that it doesn't get blocked by teleporters
- Adjusted some magical floating props around the map
- Added sign to indicate no build on the roof of the hut on the hill on B
- May or may not have adjusted duck placements

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