Same hereJust wanted to stop by and say that I really like this map.
do you mean like jittering when going down them? Can't that be solved with putting a player clip ramp on 'em to smooth it outSame here
So far we've found only 1 little issue:
If you use the most left exit from BLU spawn (1st spawn) and you go along the fence, you can see the (back) stairs to the house.
Using these stairs makes people feel lagging but in reality players don't lag, its the problem with stairs
Exactly, when going down and up.do you mean like jittering when going down them? t
Updated to a new filename so it works on the tf2m server coz they DUM
- Left flank for blue after A point now no longer cuts through the building, but rather offers a way to the upper level free from interference from Red
- Red's access to the balcony overlooking A has been moved back further in the building, through a new room. This will give less sightline access into the building
That's all for now, hopefully further testing will lead to more improvements.
- Added stairs up from first point into the brick building. Another aid to blue, hopefully most games should no longer end in this building. This is combined with a few other changes...
- Added a door behind these new stairs to the flank around second point. This flank now also has a med health and ammo. This should mean that blue is not funneled into the red building where one sentry could cover all entrances.
[ATTACH type="full"...
- Updated finale detailing
- Added a new door in the A-B connector building
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