Boondoggle

CP Boondoggle b19

Egan

aa
Feb 14, 2010
1,375
1,721
Hey @MegapiemanPHD here is some feedback on _a13:

View: https://youtu.be/gcdRVv_vwmk


Also idk if you know, probably, but, i mean, maybe not, you can type sv_pure 2 before loading into a map and it will only load the custom content packaged in the .bsp and the default game files - so you can pack-check before going public with that map version (since you had missing content).
 

Necrσ

aa
Nov 16, 2015
198
488
Hey @MegapiemanPHD here is some feedback on _a13:

View: https://youtu.be/gcdRVv_vwmk


Also idk if you know, probably, but, i mean, maybe not, you can type sv_pure 2 before loading into a map and it will only load the custom content packaged in the .bsp and the default game files - so you can pack-check before going public with that map version (since you had missing content).
Oh hey, cool to see your doing these vids again
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,942
1,281
Hey @MegapiemanPHD here is some feedback on _a13:

View: https://youtu.be/gcdRVv_vwmk


Also idk if you know, probably, but, i mean, maybe not, you can type sv_pure 2 before loading into a map and it will only load the custom content packaged in the .bsp and the default game files - so you can pack-check before going public with that map version (since you had missing content).
Thanks for the feedback. Idk what's going on with the missing content, I guess I'm doing something incorrect with compilepal. I have compilepal set to pack everything but maybe I uploaded the wrong file or something.
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,942
1,281
-changed closed door after B is capped to a one way door for blu.
-Red's upper spawn door now locks after 1 point is capped
-made red angled building by A more obvious as a place you can enter
-did some displacement work around A
-made machine in the area before C easier to get on
-other minor detailing
-other things Egan mentioned in the vid he posted on this maps thread
-checked to make sure the map is paked this time!
- :)

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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,942
1,281
-changed C to fix issues with sentries and sticky bombs
-changed Red's spawn to make it easier to see where C point is from the spawn area
-fixed floating block
-changed fence area between A and B to look more natural
-removed some custom textures
-fixed crate clipping through fence
-made window in mid building by B more obvious
-moved B to the left a bit
-instead of C lowering it stays put and doors open for blu to have access to it
-other such things
-added ramps on the side of C
-increased size of platform area below C

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goem

L3: Member
Sep 15, 2016
104
83
Looked up the meaning of "boondoggle", pretty much sums up 90% of the time I spend fumbling around in hammer.
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,942
1,281
-moved the one way door to bottom of stair case at C so it's obvious to Red that it's closed
-fixed floating props
-added some curves with displacements
-made windows more obvious
-changed slanted window above C to a closed shutter door thing
-did some clipping for the supports at B bridge
-lowered concrete by stairs at B so they don't impede moment
-changed control point names to say what point they are

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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,942
1,281
-fixed clipping on ramps by C
-fixed viable nodraw on other ramps by C
-fixed red walking on air outside Blu A side respawnroomvisualizer (maybe)
-lowered A and B cap time from 24 sec to 20 sec
-lowered C cap time from 18 sec to 15 sec
-made B's cap zone larger
-added new door to B
-fixed some odd clip brushes hanging around that no one noticed
-edited area outside of C
-removed blu one way door, added 2 red one way doors for upper areas above C
-red one way doors now open with both points are capped, capping 1 point unlocks C
-added stairway to upper area infront of C on the right of C on red side

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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,942
1,281
-opened up right area of C from red spawn and simplified it
-changed up left stairs from red spawn at C
-detail work around B
-retextured the ground and cliff walls to fit badlands theme more
-some displacment work
-shortened width of C
-gave red a window upper area by C
-removed gap with railing on the windows part by the one way doors at C
-added more windows around C cause I like windows. Mmmmm, Windows......
-lowered cap times for every point (A&B are now 15 sec while C is 10 sec)
-raised red metal machine things by C to block some sight-lines n stuff
-other things I don't remember

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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,942
1,281
-attempted to streamline the map for blu going to C
-changed C to open up higher areas while not making them overpowered
-changed area between A/B and C to funnel players better and block sightlines
-moved upper side exit from red spawn to the other side of the room
-changed boarded up windows in angled building by A to be glass so players can look inside and see that they can enter that building easier
-removed upper area between one way doors going to C and moved it into the room before C
-changed up A a bit to be more interesting I hope
-removed more custom props to lower file size n stuff
-reduced width at C more
-changed some textures
-added stairs infront of B
-removed grey walls on B balcony area thing
-added block bullets to construction light at A
-changed health and ammo pickups around B and C to be easier to notice while also adding some to help people not die n stuff
-edited B to have a larger cap area
-removed pit at B
-added cover inside B
-B B B B B B B
-added more railings, oooooooohhh yeah

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Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,942
1,281
-shortened distance between blu spawn and C
-changed A to match the new shorter distance
-merged the 4 enterances into the connector between A/B and C to focus on 2 main paths in order to try and help with flow and funnel blu players together
-widened A
-changed B to match the new shorter distance
-moved stairs at B to be less stupid
-added cover to lower blue exit at B
-removed drop downs by adding ways for blu to get back into the spawn
-bit of detail work to fit the edited layout
-fixed some clipping
-changed small health in angled building at A to medium
-gave blu some height advantage in that lobby between A/B and C
-ADDED MORE RAILINGS! GOSH THIS IS SO SATISFYING!!!

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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,942
1,281
-fixed some clipping issues
-fixed some collision issues
-fixed odd prop placement (why was that mug by A just in the middle of the open?
-a LOT of detailing (probably more than I should at this point
-made the lil' ramp next to the B entrance to C have a fancier angle
-uh....other stuff. Honestly I fixed all the stuff from the feedback before I started detailing and now I don't remember everything I've changed :/

-Vitamin B12 is required for proper red blood cell formation, neurological function, and DNA synthesis. Vitamin B12 functions as a cofactor for methionine synthase and L-methylmalonyl-CoA mutase. Methionine synthase catalyzes the conversion of homocysteine to methionine. Methionine is required for the formation of S-adenosylmethionine, a universal methyl donor for almost 100 different substrates, including DNA, RNA, hormones, proteins, and lipids. L-methylmalonyl-CoA mutase converts L-methylmalonyl-CoA to succinyl-CoA in the degradation of propionate, an essential biochemical reaction in fat and protein metabolism. Succinyl-CoA is also required for hemoglobin synthesis

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