Drink and be safe.
The ambient lighting is still unnervingly blue
Also, Nerdboy makes a valid point.
But I LIKE it like that... :O
Long walks yes, but you can change respawn times with CFG files in the server you run the map on so you can fix that yourself.
The final point on B5A is almost impossible to defend at this point, too many entry points. I like the removal of the tunnel to the end but at least one of the right side paths needs to go away to make it defensible again.
Beta B6c: http://www.youtube.com/watch?v=d4yN2vkx4QQ
I thought about it and wanted to update my map after all these years. Hope you guys enjoy it. (The past year, I have been playtesting Beta 6 on the FITH server.) The original post has been updated with all the new details.
It seems ready, I guess.
Something I noticed on b6c (which I just put on the RUGC Midwest server)... it's possible to get caught between the two parts of the cart and not be able to get back out until the cart starts turning a corner.
I assume this is also how the cart parts get separated, as I was only able to get out because it turned the corner away from me.
For reference, I was playing a BLU pyro and got caught right after the first turn outside BLU spawn.
If you are still working with this map, i have couple of suggestions. First of, there's a bush hovering after the first 1point, left side as seen from blu base. Then on the RED base, there a plank showing at top up of the door. People also get trapped into that same RED base and die if the cp is capped at the right time. There are also too many ways to flank the other team.
I'll look into fixing those bugs soon. And investigate which flanking paths are a bit too much.
I updated the map about a year and a half ago and never got around to release it publicly other than the FITH server.
The changelog from b6c to b7c is pretty hefty, so i'll write that up later.
Read the rest of this update entry...
Holy shit, a new version of Beerbowl?
My biggest problem with this map has always been the last point. Any changes there?
I completely redid the last point since the brushwork was very messy and I just didn't like the way it was being defended. I also redid most of the map due to very messy brushwork and wanted to shake things up.
I'll do my best to keep on improving the map (no matter how many beta versions it takes) and hopefully have a final version in the near/far future.
Damn that lighting is weird, choose either green or yellow as a main colour, but please don't mix both. I really liked the old lighting why did you changed it ?
Just looking at the name I can tell I'm gonna like this map.
I don't think your payload cart is quite right. It seems to be missing half of it. The lighting is nice outside, but inside it's too yellow imo and the humping cows? I have no words left.
I wanted to see what the map would look like under different lighting. Maybe i'll return back to the old lighting or try out a different kind of lighting or just fix the too much yellow on the inside.
Here's what it looks like with the old lighting:
The cart is right, I had to cut off other half since it wasn't working right with the roll down and roll forward mechanic. (My two func_tracktrains kept going inside one another, so I decided just to go with one.)
I see, so it should look like this?
If you're going to do that you may as well add a third wheel to the back of the cart so it doesn't look so awkward.
Personally I think it would be interesting to go with a sunrise setting rather than sunset.
Changelog From Beta 6c to Beta 7c (Super Summarized)
-Added rollback and rollforward mechanic
-Re-designed 2/3 of the map
-Cleaned up all of my old messy brushwork
-New Final Capture Point
-Re-designed 1st Capture Point Area
-Reduced walking distances
-Did multiple pass throughs to get the map as optimized as possible.
-Added an additional forward BLU spawn near the 3rd Capture Point
-Changed the lighting to a sunset (Will try to make it less yellow)
-Added Humping Cows
-Fixed several minor bugs
-Speed Boost is now 3 people on the cart and is significantly slower than the previous speed boost
-I enjoy having this, since it adds a lot of pressure for RED to defend the cart and a nice little change from standard payload maps.
-Added Custom Health Packs
-Beer Bottle = Small Health
-Six Pack of Beer = Medium Health
-Beer Keg = Full Health
-The cart doesn't kill buildings in front of it though having a trigger_hurt on it.
-Minor visual bugs
-Change the lighting to be less yellow inside.
-Or change the lighting to something else.
-Fix several minor bugs.
-Continue to balance the map as much as possible.
-Slightly reduce speed boost.
-Change weird looking bridge near the 2nd capture point to something more normal.
(Aww my formatting didn't carry over.)
Does anyone have issues with boulders not appearing properly sometimes?
I was in-game on a server I don't own, and this map was set. It loaded, and lots of users complained about invisible walls. When I had a chance, I checked it out. Everywhere in the map where boulders were before, there was now just a dark spot on the ground. You could walk and collide with the boulders normally, but they would be invisible.
I took a demo, intending to take screenshots of it later. When running the demo, the boulders were there and visible. This is one of the boulders (near BLU spawn) which were invisible in-game (and visible in the demo).
It is happening with B7C. Anyone else have this issue? Regularly? How can I give the map maker more info so they could fix it, or at least find out whether it's the server's fault?
edit: Apparently it was fine after people restarted their TF2 clients. I guess it was a once off thing. Still, I think it's good to report it here, in case it happens a lot to others.
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