Made by nineaxis and YM
Tell that to gravelpit
There is a seperate frame, and dynamic door combo that lacks the roller mechanism. IE the small gate at the start of Goldrush and a larger brother.
can you add like a small L shaped support beam to make it fit?
Just because Valve did it doesn't make it okay.
This this and a thousand times this.
...Well, it's not a big deal at all so it IS okay, but there's no reason to be as lazy as valve is.
Mapers: a pretentious bunch who don't realise just how unobservant players are.
No one who isn't a mapper gives a toss if its floating or not. The could care less. /discussion.
Welp you got us. :V
Since some of you seem to have forgotten forum conduct:
Derailing threads =/= accepted.
Civilized discussion of views = accepted.
One of the fundamental rules of game design is to never assume the player won't notice a mistake, sir. Someone WILL notice.
It's just a minor thing, so it won't kill me if you don't fix it, but that was a really ignorant position for you to take.
I think that even if the majority doesn't notice immediately, it's only a matter of time..
My point is that it A) isn't a mistake and B) I never said people wouldn't notice, but that they don't care. They're busy playing TF2 not rating the map with a survey form on a clipboard and half-moon spectacles.
To 'fix' such a small 'oversight' is more effort than it is worth. Both me and nineaxis have lives, we can't spend every waking hour mapping which means you have to prioritize the things that will actually make a difference and the stuff that makes the perfectionist in you happy. I know I'd like to see all kind of minor anomolies in maps fixed but as I've already explained it just isn't worth it.
2 brushes to make an L-shaped support beam for the crank "just isn't worth it"?
I don't really care, but that's incredibly lazy.
'Worth it' has nothing to do with laziness.
Its about how much it will add to the map vs how long it will take. Both are trivial ammounts, it will add nothing to the map, it will take ~5 minutes including opeing the SDK, hammer, the map, making it (way more than just two bushes! more like a dozen plus vertex editing), picking out some nice textures for it, making it a func_detail then closing everything again.
The only posetive thing it will do is stop this stupid witch hunt.
The map isn't perfect. Get over yourselves.
Something about that attitude just shouts: "Our map has flying motors, we wanna be cool like valve and not care!"
Good grief what the hell is going on in here.
You two are still working on the map, no? So nix all that "opening the sdk" stuff and just look at it as doing it while you have it open to do whatever else it is you have yet to do.
If something like this is overlooked and ends up in a final release it is not a big deal, but to actively defend not doing anything about it is just asinine.
Not to say everyone else isn't going a little overboard either. I think it's just asininity on both sides here.
They spent more time arguing about it I think than it would take to fix it...
To be honest, I laughed when I saw the "WHEN YOU ROCKETJUMP HERE, YOU CAN SEE A PIXEL OF TRAINTRACK THAT DOESN'T END". Not *everything* needs checking, it's nice if you can fix it in an upcoming release, but it isn't a huge problem.
That said, goddamn you guys, stop being stepped on (and stepping) toes so easily.
Here's a modified tunnel. I've combined the two tunnels from A and B to C's centre into one tunnel, no both tunnels which were as wide as they could be without creating massive vis problems. The most logical option was to merge them into one.
With the hut moved and stretched as an exit the tunnel almost serves as the two distinct entrances to C that they were before the merge. Here are some shots of the inside, showing how much wider it is, hopefully this should keep people happier (first is looking from just inside the hut and the second is from just inside the entrance at A, looking towards B)
EDIT: oh, and that damn floating winch has been fixed.
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