[Article] Competitive maps

h3r1n6

L4: Comfortable Member
Sep 7, 2009
158
95
Agreed, there needs to be a balance between hard jumps, but not having just plain annoying things. The way I spproached it in my map is that I turned collisions off (or put playerclips there) on everything that I knew would be just annoying. I didn't think much about that when mapping or when writing this article.

Also, I got some complaints from players who did jumps differently than me. For a viable alternative (jumping from the other wall was pretty much impossible in a doorway), I fixed it. If their jump was just wrong (for example jumping way too high and bouncing into the ceiling) I didn't do anything to it.
 
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h3r1n6

L4: Comfortable Member
Sep 7, 2009
158
95
I added this short section to the soldier part:

Something that is really annoying for a Soldier is small geometry that will prevent splash damage from the rockets. These can be very small ledges that rockets explode on and don't do splash to nearby players (the rails on Badlands mid for example). They can also be holes in the ground like the ones on Badlands middle or on spire. To fix these, you can use bullet clips. Doing so can create counter intuitive effects of where rockets explode, but the rockets that randomly do 0 damage to players right next to them are way worse.

I don't know how I could forget that. The follow up article should be out pretty soon too :)