Angkor

PL Angkor RC2

Mar 20, 2012
391
806
*Nod*

I think giving BLU better access (and perhaps RED less access) to that high-ground area before the roll-back ramp in the first stage would go a long way to making that part not so punishing. You'd also get a much more interesting dynamic going because it's a high ground advantage that either team can take initiative for.

Also, if you haven't done so already, I'd highly recommend providing better cover or wider exits for BLU at the crashed plane. Getting out of that is a colossal pain.
 
Oct 6, 2008
1,965
450
There are a lot of other changes

Hey you should put in a secret passage inside the waterfall that opens up once you cap the first point stage 1.
 

squintik

L2: Junior Member
Sep 9, 2009
57
35
New version (b3) released ! (yeah it has been a while ...)

Changelog :
- reworked end of stage A so that it's more balanced and interesting
- some heavy rework on stage B
- added intermediate spawn room for BLU in stage C
- slightly reduced some distances and heights in stage C
- tons of small changes everywhere (tweaking some covers, some new paths, etc...)
- general visual overhaul
- tweaked some cap/setup/rounds timers
- small changes to the rollback zones (cart will not recede anymore after passing it entirely one time, cart slightly quicker than before when climbing these zones)
- removed possibility to shoot stickies/rockets in some spawn rooms (when skicky/rocket jumping and shooting above wall)
- tweaked ammo and health pickups
- fixed lift bug on stage C
- added a few signs
- added missing spawn room blocker for blu spawn in stage B
- updated overlays color under health pickups (to differenciate ammo and health pickup overlays)
- updated clipping
- increased waterfall extinguishing area size
- tweaked plane to avoid some collision issues
- various optimizations for performance and file size

First page have been updated with the download link and new screens.
 

I-Fling-Poo

L1: Registered
Aug 15, 2009
18
10
According to a report from someone on our clan server, b3 is broken:

- 3rd stage, RED doesn't appear to be able to leave spawn.
- 3rd stage (I think), when someone on BLU changes class, they spawn in RED spawn.

Poo
 

squintik

L2: Junior Member
Sep 9, 2009
57
35
Yeah I've just been told about that, but thanks for reporting it !
It's supposed to be only a BLU spawn (activated after the BLU capped the point, so when the cart is at the top of the lift).
I'll try to release a new version soon ! (don't hesitate to report other bugs if you see them !)
 

I-Fling-Poo

L1: Registered
Aug 15, 2009
18
10
I love the changes you've made though. Our clan has a 32 player Custom Payload Rotation server, which is packed full afternoon through to the wee hours of the morning. b2 was very popular, but was removed from the rotation as people found all the clipping exploits.

Looking forward to b4!

Poo


Yeah I've just been told about that, but thanks for reporting it !
It's supposed to be only a BLU spawn (activated after the BLU capped the point, so when the cart is at the top of the lift).
I'll try to release a new version soon ! (don't hesitate to report other bugs if you see them !)
 

squintik

L2: Junior Member
Sep 9, 2009
57
35
Alright, quick release of the version b4 with the fix for the intermediate spawn. (I tested with bots and everything seems to work)

Link : pl_angkor_b4
Changelog :
- fixed intermediate spawn in last stage
- fixed some minor visual stuff (fade distance, payload tracks, etc...)
- fixed a rare bug where the payload would fall/explode at the end without the game acknowledging that the cart reached the end

(I guess I'll spy your clan's forum or server for feedback :))
 

GabrielWB

L1: Registered
Feb 15, 2013
3
1
Hi there, just wanted to point out a map exploit that someone discovered on a server I frequent.

Third stage next to the forward spawn:

A demoman or a clever engineer can get outside the map over here.
y77JBSal.jpg


He is then able to spawncamp by shooting through the windows
G8KhQ0Il.jpg
 

squintik

L2: Junior Member
Sep 9, 2009
57
35
Thanks for the report !
I already fixed this bug before the SDK was broken, but don't hesitate to report other bugs so that they're all fixed in the next version (which will probably be the final one)

The current list of fix/updates for the next version :
  • fixed possibility to build in round B red spawn area
  • fixed a rare bug where the round would not end after the cart fall in the final pit
  • updated end of round C (some new covers, art tweaks)
  • updated clipping (fixing some places where players could leave the gameplay area)
  • updated some textures alignment
  • slightly decreased some timers
  • updated some textures and models
  • fixed cart camera
 

squintik

L2: Junior Member
Sep 9, 2009
57
35
Hi,

So, I finally had some time to finish a RC version, tweaking some stuff (mostly textures and models) and fixing known bugs.
Unless there are some new bugs with this version, it should be the final one !

First post was updated, but here are the main infos :
- download link (.zip) : pl_angkor_rc1.zip
- link for server hosts (.bz2) : pl_angkor_rc1.bsp.bz2
- changelog :
  • updated end of round C (some gameplay and art tweaks)
  • fixed possibility to build in round B red spawn area
  • updated clipping (fixing some places where players could leave the gameplay area)
  • fixed a rare bug (hopefully) where the round would not end after the cart fall in the final pit
  • various custom textures and models update
  • fixed some texture alignment
  • slightly decreased some timers
  • fixed cart camera

- and some screenshots :
 

squintik

L2: Junior Member
Sep 9, 2009
57
35
Well that's your choice :)
I don't remember seeing RED hold this first area for very long in any game I watched/played (it's generally quite chaotic, as the area is pretty large), so I'm curious to know if you saw this kind of situation in a server full of players or if it's just your feeling when looking at the map ?

Perhaps I'll do some tests adding a new emergency exit in front of the current one (so that you can choose either left, right, or forward), but I'm not sure about this.
 

Harribo

aa
Nov 1, 2009
871
851
I have had a fair few times where getting out of blue spawn be an issue, If the defending team is demo heavy they can keep all the doors trapped quite well, now these experiences are not from the most recent version but over the course of development. I've never seen much change with the blue spawn though so I doubt it's any different.
 

squintik

L2: Junior Member
Sep 9, 2009
57
35
I've never seen much change with the blue spawn though so I doubt it's any different.

The only thing that changed is that I added some covers near the main exit (back door of the plane), so it should help BLU secure the area around the spawn more easily. (getting behind the big rock and tree roots, cleaning the area, and then moving on)
It's not a big difference though, and it was not added in this RC1 version (probably in the B3 version that was released 3 months ago)
 
Oct 6, 2008
1,965
450
We play - or used to play the map a lot - I say used too because, although the map is still in rotation, no one ever votes for it. Possibly for these reasons:

Stage 1 -

Getting out of spawn for blue is okay we never had issues with it but based on the above - maybe put in a cock pit exit that would allow blue players get onto a cliff or inside a cave or something as another route out.

Here's what normally kills it for us - the last cap for red stage 1 is still too easy for red to hold if they are well organized - needs another flanking route for blue - maybe a tunnel under?

and my personal beef about stage 1 - I LOVE the sticky jumper but as blue I can't jump over both walls - I hit a player clip forcing me to drop down into the action when I want to do an in the air flanking maneuver then attack. or alternatively get up and into the trees and rain fire down from above but clips stop me from doing it.

The biggest fun remover from the map was Valve limiting the sticky jumper to two grenades - 8 WAS THE BEST and allowed you to fly from blue spawn to red spawn, and vice versa, in one shot at lightening speed causing mayhem for everyone.

Unfortunately, I can't remember the rest of the map, it was played that long ago < and this tells you if you have a winning map - players enjoy maps that offer them fun and a challenge and I think that last point stage one is killing your map < well, it is where I play it.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Yeah, well, the Sticky Jumper was never meant to be used as a serious weapon anyway; it was designed for practice. You're lucky you're allowed to use it at all on public servers. Players who constantly leap all over the map, popping up just to distract opponents before disappearing again, are the most annoying thing ever, and if it were up to me, I'd have restricted the Jumpers to offline practice way back when they were first released.
 
Oct 6, 2008
1,965
450
Yeah, well, the Sticky Jumper was never meant to be used as a serious weapon anyway; it was designed for practice. You're lucky you're allowed to use it at all on public servers. Players who constantly leap all over the map, popping up just to distract opponents before disappearing again, are the most annoying thing ever, and if it were up to me, I'd have restricted the Jumpers to offline practice way back when they were first released.

You sir, disgust me! :)

I urge you to become one with the sticky jumper and become one of those annoying players - once you do - you'll love it :p