Borax

PL Borax rc2

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
Cool man. Map has come a long way. Looking forward to trying it out.
 

MungoKing

L3: Member
Jul 12, 2008
148
47
Looks pretty cool, layout seems to have changed a lot since a9, my only real concern is around the part with the water. Oh, and the eagle circling the cart is just plain awesome. Well, onto graphical problems ;)


Some light leaking through here.
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Weird nodraw or areaportal error?
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These areas need some detailing, at the moment they look very plain. Same building, just different areas within it.
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I realize this is a fairly unrealistic game, but these just bother me how long they are without ANY type of support.
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Need an env_cubemap in this spawn.
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A moon on a small building like that usually signifies an outhouse... and for an outhouse to be useful you need a door on it! :p Also, they're dropping a deuce, not lighting a fire, so you should get rid of that particle effect on top. Leave the prop though.
3550544866_ac85aca691_o.jpg


You can jump onto the very edge of this roof.
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You need to find a happy medium for your displacement roofs also... Neither of these are roofs.

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The fan needs to be playerclipped if it isn't already. When you crouch while over top of it your screen starts to shake and do weird things.
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Have the whole part of the cart going upwards the animation... Having it along the track paths just looks silly if it stops on one of them.
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And one final note; quite a few of your walls on your wooden buildings are a little too thick, try taking them down from 16 units to 8 units. And don't forget to add those interior details to make them look less blocky!

Hope this helps, I look forward to seeing how this playtests, and the next version! :thumbup1:
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
We played it a few minutes ago on your server, and the map looks really good! :)

There were a few little bugs, but I don't think I have to post them here again, cuz I think you already knew that they were there.

The map is also pretty fun to play, so keep it up! :D
 

jpr

aa
Feb 1, 2009
1,094
1,085
The map is really fun, however I'm a nitpicker so here are some things you might want to fix:
plboraxb10005.png

This looks a bit odd
plboraxb10006.png

Two brushes overlapping
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This is the only thing that really annoyed me. It's really hard to get up this ramp.
plboraxb10001.png

Weird lighting on the rock, it's too much inside the ground.
plboraxb10002.png

That big metal... Thing. It's floating.
plboraxb10003.png

Self explanatory
plboraxb10004.png

As is this
 

Zanpa

L4: Comfortable Member
Jan 17, 2009
164
43
6241bdde3c84a2bad5985f1231b8a.jpg

Some errors.



6045cfeba7a00b6f8c40094dc5afb.jpg

Near CP B, a rock in this metal thing (or the other way around ^^ ).
 
Feb 18, 2009
640
629
I just played this. looks really good. a few things, I say that a few of the displacements when touching where... not right, dunno how to explain. check the ones leading into the "short cut" from blu spawn.

I'll also mention the cubemaps on the glass. I know it was mentioned in game, and may be mentioned earlier in this thread, but I wanna just keep it here as a note. :p

Finally, I mentioned that you need to set the light origin of that dark rock everyone mentions. I'll find a link on how to do what I'm thinking of and edit in.

As I said, looks awesome though.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
This thread is unreadable. please PLEASE PLEASE when posting lots of images like many of you above have done can can you use images that are within the forum's size limits or post images as links.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Images are automatically resized, aren't they ?

Thats what makes it terrible to read. they start loading at whatever size they are then once they're fully loaded they're resized.. and with lots of different images laoding together you end up with the forum jumping alllll over the place making reading anything utterly impossible
 

Icarus

aa
Sep 10, 2008
2,245
1,210
I jsut took run through Borax... I have you say, you've outdone yourself!

If you haven't done this already, how about parenting an info_observer_point onto the bird, looking down?
 
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Fearlezz

L10: Glamorous Member
May 4, 2008
787
476
I jsut took run through Borax... I have you say, you've outdone yourself!

If you haven't done this already, how about parenting an info_observer_point onto the bird, looking down?

This cant be done in hammer, but when editing the model itself. The idea of having a info_observer_point parament attached to the model was considered, but turned out to be quite complicated and later on not included the B1 version.
 

E.B.

L1: Registered
Mar 15, 2009
49
39
Looks awesome, afraid I haven't got to play it with anyone yet but hopefully I will soon.
At the risk of pissing off Youme even worse, I'm including an image of an area you probably should check the playerclips on:
Picture1-3.png


I think it's right around the 1st or 2nd point, definitely in the 1st area before the building that the track goes through--you can jump up there and walk through a water tower or something.
And it's possible to stand on the joint where the gas pump goes to the rocket with a well-placed sticky jump (although I only managed this once in the eight or so times I tried, so not really a critical problem).
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
Borax is a white mineral though, not yellowy orange! /geologist

:p

This was a really nice map. good fun to play on. however I do think that the point B choak was abit too hard. with red sticking close to there spawn, as well as a narrow single entrace for blue, it made it hard. perhaps add alternative routes for blue in that area, or, move red spawn to the other side of the tracks, with fencing to block snipers.
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
I recommend adding a T to the exit where the shortcut comes out, with one end going past the corner.