Have you fixed water? I dunno was it just LOD issue or wrong water but it was fading black in b3
Just two notes: There's a staircase (I can't remember where but I think it's before point C) on the wall to the left that has a player clip on it that pervents players from climbing it. (I think theres a bucket on it and it leads to a detail door).
Secondly, the cart can get stuck when it floats up to the rocket by a player. All it needs is a trigger_hurt that's enabled after the cart reaches it's mark.
Yeah I fixed that, forgot to put it in the changelog.
Yeah I know the stairs you mean, thanks.
I played the last version of Borax and I was really impressed. It's really fun to play. Good job!
Yeah the staircases was an issue.
I think the map is fine as is otherwise.
Some bugs I found while playing on Gameday:
Invisible Block on staircase.
Also it seems like the explosion in end dosen't trigger.
It says BETA Version instead of Release Candidate.
Black walls (bad lighting?)
Bugged visibility with rocks near RED Spawn.
The explosion end didnt trigger because a player was in the way
I'm not sure what version is on the server I play, but at the final red spawn, if you go out the right exit there's an effin block floating above the ground you have to jump over to get out, it looks like the same one from the overlook above the kart path near the final point.
This is in B2, was fixed in B3, the map is now in RC
will there be kinda quickfix for that issues posted on the page?
I will probably have a quickfix if I find more problems
I dont know how much more work your doing on this map, but I found a couple of issues while playing it.
First one is the thin wood ramps by point 3 I believe. The need clipping on the edges I got momentarily stuck on one.
Second all the windows on this building stick out. Its a building just past point 4.
Visable nodraw here
Unfortunatly i didnt have much time on your map so this was all I found.
Just played this on the EU game day, while it looks absolutely amazing, I still feel that there are a few visual and gameplay improvements to be made.
CP1: On our first round on this map, the enemy team captured the first point, and they were stuck there for a while trying to take out the sentries and other obstacles, this narrow passage where the cart was appeared to be the only obvious way to go, besides a pathway blocked off by a gate, which if I recall doesn't open until CP2 is captured.
I also noticed several displacements had gaps showing the skybox (very thin-lined gaps but gaps nonetheless).
Other than that, a visually amazing start to the map.
As I progressed I soon came to the most evil staircase I've ever encountered in TF2 so far: there's a large clip in the middle of the staircase, unjumpable, you have to crouch to the very edge of the staircase and slowly walk up and around the box, standing over this part will show you just how bad it is, I believe I have a screenshot of it:
Somewhere between CP2 and CP3, someone was able to hold us off on their own by using their original spawn, the fact that they were able to use their old spawn put them at a huge advantage as the pyro was able to continue restocking and regenerating their health, making themselves seemingly invincible. If this spawn was disabled for red team when they move back to their other spawn in the final point, this capture area would be alot more fun.
Finally, there were general clipping issues with objects and such later in the map, mostly water that players were able to walk on.
But overall, this map looks stunning, and whilst there are a couple of major gameplay issues, they shouldn't be too difficult to resolve, hope to see this finished soon!
Now, I know it's clearly been said - but it merits repetition. Control Point A is located in a vicious choke point, which has seemed to be perfectly capturable and an interesting area of combat, but then is a pain to move past. If red has a good level 3 teleporter and a strong position, they can hold the cart right on the point for a painfully long time.
For it being the first point, it seems Blu could really use an alternate route to maintain some momentum.
There's a second choke that may have already been fixed, didn't seem to be as much of a problem in today's playtest.
The ability for Red to re-enter their earlier spawn at that one point was a big problem, however.
Otherwise, I found the map damn awesome!
I reiterate the above points, the staircase is a problem but at point A, once it is captured, i believe the gate to the left before point A that only opens after capping the second point should instead open after capping the first to allow flanking by the blue team of the red defensive positions, it would reduce point A as a choke point.
How about this for a path to help stop the choke point at A:
New entrance (Red line is the new door that opens when the next point is capped, as it is now):
Thank you all for your great feedback. I will carefully consider changes to CP1. Because it hasn't proved to be that big of a choke point before. I will need even more playtests.
i made admins add your map into regular rotation on NBN Saburovo #2 (126.96.36.199:27016) server
mb you know about this but here is a bug shot:
2 more here
and..i think blu need 3 spawnrooms..
Fearlezz, I just played Borax two evenings in a row (in addition to times previous), and while the teams were sometimes able to make it past the first point, in our games, neither team (with multiple attempts) was able to make it to the second point.
In most cases, BLU took the cart to the other side of the building (through which you push the cart) and made it just out into the sunshine on the other side. This tells me that the easiest way to make it a more offensive friendly map would be to slide point 2 towards point 1 just about 5 or 6 meters - at least that would allow the offense to capture 2 points instead of just one.
It is a fantastic map, but in my runs through it, it was very kind to the defense, and I have never seen the later stages because we never get to play that far. Also, there is a lot of running to the action - the distances are huge. haah haah haah
I really like it though, and the building between 1 and 2 (through which the cart passes) is brilliantly laid out. So much happens inside and outside. Very dynamic!
It is definitely worth the continued effort and polish.
The server was:
188.8.131.52:27015 (-TN-) HLSTATSX
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