Down Under

PL Down Under b23

MegapiemanPHD

Doctorate in Deliciousness
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Mar 31, 2012
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Some minor bugs that i found when I was bored :3

  • Lots of small ledges players can stand on near the larger clip brushes (I just suggest trying fixing as much as you can find but there's to many to take a picture of)
  • Third stage, for the first red respawn room the spawn room trigger is extended outside of it thus allowing players to switch loadouts to instantly teleport into spawn or teleport players to the second respawn room just by touching the wall
  • Third stage, same thing but in the back exit of the first spawn
  • Third stage, in RED's second spawn you can build in this small area
  • Third stage, there's a long ledge you can walk on right above the final payload checkpoint
  • Third stage, on the right exit of BLU's respawn room the rock right above it can be seen through (not really a problem tbh)
  • Second stage, in the cave there's a opening (oob area) which can be rocket jumped into which can be abused
  • Second stage, near the first point you can get on top of this roof that was not completely clipped off
  • Second stage, near the first point you can get on top of this opening in the building that was not completely clipped off
  • Second stage, outside the right exit of BLU's spawn there are these weird windows... yeah anyway
  • Second stage, BLU players can jump into these windows outside thier spawn and change classes/loadout to instantly teleport into their spawn
  • Second stage, in BLU spawn you can build in this little area due to the spawn room trigger not covering it
  • First stage, these windows above the final point can be walked on
  • First stage, RED players can jump into these windows outside their spawn and change classes/loadout to instantly teleport into their spawn
  • First stage, unlike all the other ledges in this small area this one isn't clipped off
  • First stage, these 2 roof above BLU's spawn can be walked because they weren't clipped off completely
  • First stage, BLU players can walk against the walk near this exit at spawn and change classes/loadout to instantly teleport into their spawn
  • First stage, BLU players can walk against the walk near the front exit at spawn and change classes/loadout to instantly teleport into their spawn
  • First stage, BLU players can jump into these windows outside their spawn and change classes/loadout to instantly teleport into their spawn
Screenshot 2024-08-25 161419.pngScreenshot 2024-08-25 161247.pngScreenshot 2024-08-25 161105.pngScreenshot 2024-08-25 161030.pngScreenshot 2024-08-25 160913.pngScreenshot 2024-08-25 160831.pngScreenshot 2024-08-25 160406.pngScreenshot 2024-08-25 160137.pngScreenshot 2024-08-25 160043.pngScreenshot 2024-08-25 155948.pngScreenshot 2024-08-25 155859.pngScreenshot 2024-08-25 155838.pngScreenshot 2024-08-25 155605.pngScreenshot 2024-08-25 155525.pngScreenshot 2024-08-25 155312.pngScreenshot 2024-08-25 155222.pngScreenshot 2024-08-25 155212.pngScreenshot 2024-08-25 155148.pngScreenshot 2024-08-25 155134.pngScreenshot 2024-08-25 155124.png
I 100% saw this and forgot all about it till today so. Massive thanks for the feedback and I got all these fixed up now :D
 

MegapiemanPHD

Doctorate in Deliciousness
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Mar 31, 2012
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MegapiemanPHD updated Down Under with a new update entry:

Ronald McDonald Stand Up Comedy

OVERALL
-incorporated fixes for MN_'s feedback
-incorporated changes to address MM1011's feedback
-adjusted some path_track heights to help some areas with the floating cart

STAGE 1
-clipping and exploit fixes

STAGE 2
-adjusted geometry at A to make it easier to hold
-adjusted geometry at B to give more space and try to make it easier to capture
-closed mining elevator at B so red team can't hide in there for defense
-added arrow pointing to underwater tunnel at B
-added one way drop down...

Read the rest of this update entry...
 

Boonie

L2: Junior Member
Sep 22, 2015
86
60
Displacement is hanging around and you can get stuck in it on the ceiling: -5440 -6144 -44

Had some clients crashing so I went and diagnosed that (I saw earlier in the thread you were trying to fix the problem as well).
You have some (5 total) func_illusionary which are grouped together over a very large area, if you want to do this you need to make sure to set disableshadows 1 (and potentially disablereceiveshadows 1, I do anyway) on those groups. They cast dynamic shadows so when they come into view for players, the lighting engine freaks out when it has to allocate a bunch of memory (based on the bounding box size of the grouped prop) creating all these dynamic shadows. Any grouped objects (be it props or brush entities) which bounding box is over a few thousand units that cast dynamic shadows will cause problems (CUtlLinkedList overflow), especially for people who aren't running an FPS config.

Ive been running a fix where I force set those func_illusionary to disable shadows, and it seems its fixed the issue.

Some feedback as well, 2nd stage last point, the vast majority of people never knew that there is an underwater flank, its just not visible enough and the server has played the map multiple times.
 
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MegapiemanPHD

Doctorate in Deliciousness
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Mar 31, 2012
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MegapiemanPHD updated Down Under with a new update entry:

most of the other crap out there

Overall:
-detailing
-seam fixes
-clipping adjustments
-lighting changes

Stage 1:
-what?

Stage 2:
- changed last to try and not be as much of a nightmare to cap
-adjusted track between first rollback zone and A to give players more room around the cart
-removed weird drop down shortcut from A to B
-added different less weird shortcut door from blu spawn past A to B

Stage 3:
-changed last to try to be easier to cap
-adjusted path_track nodes

Read the rest of this update entry...
 

MM1011

L1: Registered
Apr 15, 2023
48
22
Just a friendly note, edict usage is starting to get quite high on the map. The baseline without any players is over 1400.

edicts : 1420 used of 2048 max

I think this is high enough that even 24 players can get dicey if players are generating a lot of edicts, and 32 is almost definitely going to run into problems.
 

MegapiemanPHD

Doctorate in Deliciousness
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Mar 31, 2012
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Just a friendly note, edict usage is starting to get quite high on the map. The baseline without any players is over 1400.

edicts : 1420 used of 2048 max

I think this is high enough that even 24 players can get dicey if players are generating a lot of edicts, and 32 is almost definitely going to run into problems.
I know. I've been balancing the edict limit for a while now with this project. I'll see about lowering it to at least under 1400 if possible.
 

MegapiemanPHD

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Mar 31, 2012
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