PL Cashworks rc

eerieone

  1. Hellfire

    Hellfire L9: Fashionable Member

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    mb u need to tweak lightmap scale to decrease size? it has great impact on compiled map size,as foe my it was 17.7Mb with LS=16 and 9.2Mbs with LS=32
     
  2. eerieone

    aa eerieone

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    solved, i used the wrong gravelpit texture :) easy as that
    thx DBP
     
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  3. Icarus

    aa Icarus

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    Make the eagle quieter. It sounds like it's taking a dive towards you, the player, but it's just gliding calmly in the background.

    It also scares the crap out of me.
     
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  4. Westerhound

    Westerhound L5: Dapper Member

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    IMO it could be like you cannot really hear it in combat, but once have died and are walking back you could hear them clearly. Like 50 or 60 % of what it is now
     
  5. Hellfire

    Hellfire L9: Fashionable Member

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    disagree,i rly think its good as it is now,it was worse in B3,but now when frequency is tuned is good. sometimes it is loud,but otherwise u wont hear it esp. in battle. my imo, only)

    anyway as i said the map is GREAT, rly the best custom payload map. u put 1000+ tonns of effort im making it, and u did rly well. Bravo!
     
  6. zpqrei

    aa zpqrei Theme Changer Extraordinaire

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    I love it although I noticed one thing. BLU NEVER WINS. I'm not sure how you could go about changing this. But surely adding more time would help? Heck, it might've just been the teams. I dunno.
     
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  7. DaBeatzProject

    aa DaBeatzProject

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    Uhh, I think BLU won one round, but I missed the pretty explosion though.. :(
     
  8. eerieone

    aa eerieone

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    haha, sometimes i think the community is divided into an angel and a devil sitting on my shoulder
    the ones are whispering i should improve defenses, the others i should make it easier to attack, what´s up with that?

    what i´ve seen in my map is, that an unbalanced team will not advance, it needs at least one medic, one engi, a decent sniper and spy

    the medics are surely needed to push through defenses at cp1&2, whereas the engi needs to get up on a higher position to build up his sentry and hold off defenders pushing back. every time i saw an engi doing this, it was no problem for blu to advance. i designed the middle house in the first section for that purpose (big ammopack) as well as the overhanging platform above cp2, they both provide a major advantage for blu once an engi gets his gear up there

    these are pretty secure positions for medics to charge their ubers, if they don´t use this secure positions or the team has no medics, yeah, then it will surely be hard to advance.
    thats for me kinda the second level of balancing: forcing a certain balanced team-setup
     
    Last edited: Apr 18, 2009
  9. Zanpa

    Zanpa L4: Comfortable Member

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    Yes, the balance is perfect.
    I play b3a quite often, and it always seemed balanced for me.
     
  10. eerieone

    aa eerieone

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    lil´ update

    there has always been the sick little child, i call him CP3, way to easy to take, too long walking distance for red, too easy cover for blu

    so, my new approach (sry for not disabling models and hud)

    [​IMG]
    [​IMG]
    [​IMG]
     
  11. Ida

    aa Ida deer

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    [​IMG]
    This is a nice little hiding spot... but something tells me it's not intentional, because once you crawl in there, you can see a bunch of nodraw faces.

    Look at these two pictures...
    [​IMG]
    I'm coming around the corner. But where's the door?
    [​IMG]
    There it is! Half a second late, apparently.

    Dunno what's wrong there, but it looks a bit funky.
     
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  12. eerieone

    aa eerieone

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    the door, hm, strange, didn´t see that happen before :) visleaf problem? dunno
    i´ll fix the hiding spot
     
  13. GrimGriz

    GrimGriz L10: Glamorous Member

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    i think its a prop draw distance thing maybe? I've seen them elsewhere in the map as well, but they never bothered me
     
  14. YM

    aa YM LVL100 YM

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    Shmitz claims it's to do with areaportals in meridian when it happens exactly the samely.. I'm gunna run a test to see what can be done about it
     
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  15. Zanpa

    Zanpa L4: Comfortable Member

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    A friend got stuck while trying to hide...
    Here
    Here
    Here

    This rock could get some clip or whatever ;)
     
  16. kankle_king

    kankle_king L4: Comfortable Member

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    Sorry if I have already posted this, but the optimization in the new version is RLY bad at the 1st point. After that, is gets much better, even at the hill where FPS used to be really bad its seems to be fixed there. Please help the severe FPS problems at 1st point. Thanks, we're long time fans and we all love this map. :)
     
  17. eerieone

    aa eerieone

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    Going for RC

    Ok, for the next release i´m going for the RC

    soooo

    Shoot any ideas, wishes, glitches, improvements, basically everything you wanted to let out, positive or negative, BRING IT ON!

    This is one of the last chances to make the call.

    So, put away the satin gloves and punch on the weak spots!

    :D
     
  18. The Political Gamer

    aa The Political Gamer

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    The last BLU spawn is VERY easy to spawn camp. D: With enough sentries and Demomen the BLU team can be trapped for a long time. :thumbdown: If you fixed that I think the map is almost done, other than more optimization and details. Keep up the good work I love your map!:thumbup1:
     
  19. Tinker

    aa Tinker

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    I've always thought the less spawnpoints, the better. As such, I'd like to suggest that instead of having so much spawnpoints, you'd instead make some shortcuts to benefit both teams throughout the game, which close and open as points get captured. Very basic view:
    [​IMG]

    I don't know if that's something you'd like to change still, but what I mean here is that both RED and BLU should only have one spawn, á la Badwater, but get shortcuts for when points are captured. This makes it all less of a hassle to engineers, moving up with the spawns.
     
  20. eerieone

    aa eerieone

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    i had some of those in earlier versions, the complaints that came then were that people get bored seing always the same spawns and environment
    also, getting a forward spawn after capturing a hard defended CP feels like a small reward and keeps the morale up. it always feels great, when you capture CP3 in badwater and then finally get that forward spawn

    after the capture of CP1,i´ve been thinking on building in a little shortcut that exits where the double-doors are on the red building, but i´m not sure if that would be overpowered for blu, or somewhere below that to make it also accessable for red