PL Barnblitz pro8

A remastered version of valve's barnblitz

  1. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    Barnblitz - A remastered version of valve's barnblitz

    My intent is not to claim Valve's work as my own, this release is only a maintenance effort upon valve's pl barnblitz.

     
  2. Zed

    aa Zed Certified Most Crunk™

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    Should the title of the thread be Barnblitz pro?
     
  3. MaccyF

    aa MaccyF Notoriously Unreliable

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    version number is pro7, so i guess that covers it
     
  4. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    yeah I wasn't sure how my versioning would work within tf2maps.net

    I'll keep an eye on google and see if it picks up this page when people query "barnblitz pro"
     
  5. MaccyF

    aa MaccyF Notoriously Unreliable

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  6. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    archive.tf2maps.net r.i.p.
     
  7. MaccyF

    aa MaccyF Notoriously Unreliable

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  8. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    -removed red forward spawns
    -added routes for red to reach battlegrounds
    --red has a new path to 1st point
    --red has a new path to the upper area on 2nd
    -moved around 1st and 2nd point for balance
    -tweaked spawn times
    -fixed final explosion being detonated by dropped weapons

    Read the rest of this update entry...
     
  9. fubarFX

    aa fubarFX The "raw" in "nodraw"

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  10. ics

    aa ics http://ics-base.net

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    To be honest, if this pro7c is what the competitive players want from map compared to regular barnblitz, i don't want to get into that scene ever. Version pro4 i still understood, it had some good route changes vs original but this 7c is overkill.
     
  11. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    people are always on the lookout for dumb reasons to not like the comp community and I feel like calling you out on your comment. This is a dumb reason to not want to do comp.
     
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    Last edited: Dec 27, 2015
  12. ics

    aa ics http://ics-base.net

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    We've had our share of comp players on our public servers and they often talk how teamplay is better in comp. Experience i've had with them is that they are very picky, often diss maps that are not comp played, want crits off if they happen to toss themselves into public/community servers and leave as soon as some map that isn't comp played comes next on a server.

    I don't hate the competitive side of the game or comp community in general. I said my previous comment regarding changes on this map only. I just have to wonder that has Valve made so bad map in the first place, that it needs to have this many changes in order to "fix it", untill it's good enough for them to play? Barnblitz is not that bad map at all to play on, even when it's default layout.
     
  13. Lain

    aa Lain Resident wrong opinion holder

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    The original barnblitz just isnt competetive. Red has far too easy of a time when they have comms and blu cant equip 3 demomen.
     
  14. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    barnblitz is that bad tho, ask anyone who has worked on it, the map should be redone from the ground up. Also the changes I'm doing are usually not comp demands, they are attempts to address known problems with the map. Problems that might be tolerable in public play, sure, but problems nonetheless. Judging the comp community based on my problem solving skills (or lack of, idc) is unfair.
     
  15. [LuNo] KimFareseed -TPF-

    [LuNo] KimFareseed -TPF- L1: Registered

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    Me and some friends had a problem occur when we were messing around in the map.
    [​IMG]
    I have no idea how this happen. It is version pro7c. Maybe moving the checkpoint slightly more forward might help?
     
  16. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    The clipping for the stairs of red's old spawn for 1st point (the spawn you removed) are still there, even though the detail isn't, making an invisible ramp there.
     
  17. fubarFX

    aa fubarFX The "raw" in "nodraw"

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  18. [LuNo] KimFareseed -TPF-

    [LuNo] KimFareseed -TPF- L1: Registered

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    Found a problem with RED first spawn. Was in it when the first control point was captured, as you can see, I was there for all but the final capture without being moved to the next spawn. Resupply worked the whole time. I know that the map is mostly played competitively, but it might be a good idea to lock down that resupply when the first point is captured. 20170817200123_1.jpg