Graveyard (Lumberyard Event)

ARENA Graveyard (Lumberyard Event) VScript v3

pont

rawr
aa
Mar 15, 2018
346
523
yeah its unfortunate fsr tf2 doesnt cache lightmaps. at least its slow as fuck and hitches everyone equally lmao
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,002
1,311
FEEDBACK TIME WOOOOOOOOOOOOOOOOT!!!!
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-hat's clipping through grave stone
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-can still see the items on the shelf under the flowers. Perhaps an edit of the shelves with all the junk removed could be useful?
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-I can jump on this junk in the cliff and stand on it without dying. Probably not ideal.
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-something just looks odd with the vent being behind the locker
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-some strange reflections on the rock ground texture out here
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-the fog in that back room is extremely aggressive. I guess it's supposed to be cause it's like a freezer but I still feel like it's a bit much
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-the forklift goes INSIDE the shelf
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-these steroid barrels really don't fit the map theme imo
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-FGD5's got some nice forklift models if you want something without the yeti park logo on it
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-idk about using Faith Catholic here. Faith is probably fine but Catholic might be a bit too religious for valve when it comes to TF2. Probably doesn't really matter but some companies get pretty finicky with how specific they get for religions.
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-these 2 truck props do not mesh well together. The black one is way smaller than the blue one and the body styles with how they exaggerate things looks off when they are easy to compare in close space like this. I recall FGD5 made a larger version of this truck model for farmageddon which may not be as jarring if that isn't what you are already using
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-Can't really say I'm a big fan of the skeleton king popping up at the start of a round. It really seems like bosses like this should be saved for the end, like how the HHH is used. Having him show up this early makes it feel a bit cheap for whoever he kills since he's not a player and doesn't always feel like you had much of a chance to do anything
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-I love the overlays being used for the window lighting on the ground but I think the one used for this window should also appear on the dirt instead of only the roof bit

And that's all for now :D
 

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Diva Dan

hello!
aa
Mar 20, 2016
1,034
1,954
thanks for the feedback pieman!

The coffins jutting out of the cliff are able to be stood on by design- it's a fun little spots that spies can hide on if they wanna be sneaky, with a bit of a risky jump path back up.

The aggressive white fade in the cold room is definitely jarring, but its actually like that for optimization reasons! when it fades to full white, the whole room is unloaded, saving performance.

I'll definitely fix up a bunch of that prop stuff, especially the steroid barrels. must've been a leftover I totally forgot about. I'll make them pumpkins instead.
 

Diva Dan

hello!
aa
Mar 20, 2016
1,034
1,954
B10 marks the state where I consider the map polished enough to be put on the workshop. This won't be the last update, as there's still some work to be done (mainly on the audio side of things), but other than that, the gameplay and aesthetics of the map are pretty much done for now!

I've got a lot of work I'm juggling at the moment, so I'm not running off to celebrate quite yet. However I am very excited to hear feedback about the map. I'm going to be recording gameplay of the map to use on the workshop, which may or not be it's own test session- to be determined. Anyway!

Patch Notes-
  • Fixed more collisions, clipping, and perches
  • Fixed the sounds for spell spawns being too loud
  • Fixed users on <dx90 having a white overlay when becoming a ghost
  • Fixed a case of players being awarded a common Last Man Standing spell after a round has ended
  • Fixed the death pit not being removed during FB rounds
  • The random skeleton king can no longer happen on the first round
  • Changed the random spell prompt to tf_game_text from game_text
  • ACTUALLY fixed the spell spawn particle
  • Added gargoyle spawns
  • Fixed some minor prop clipping
  • Added more signs and changed some vehicles

Read the rest of this update entry...
 

ShadowMan44

L1: Registered
Jul 16, 2021
30
16
This map's concept of Arena has basically fixed the biggest issue I had with the game mode. This might pave way to more spookified Arena maps, like Watchtower and Offblast!
 

Conga Lyne

L2: Junior Member
Sep 2, 2017
65
48
Hello! Arena's one of my favourite gamemodes in TF2 so i'm glad to see it revived like this!
Thankyou!

That said, there's some maps i'm interested in porting into live tf2 from TF2C's arena mode, would there happen to be a prefab with the logic available to easily convert PD into Arena to remove a lot of the annoying features?
 

Diva Dan

hello!
aa
Mar 20, 2016
1,034
1,954
I'm going to be uploading a prefab some point later in the year after Halloween, just coz im rly busy RN and it would take a lot of work to organize it and comment on all the functions. And thanks!
 

Diva Dan

hello!
aa
Mar 20, 2016
1,034
1,954
  • The Lightning Ball spell, along with various exploits, can no longer be used to retrigger the Last Man Standing effect in the same round
  • Fixed missing sounds and effects for the random spell spawning event
  • Clipped the tops of the pine trees
  • Removed floating support above the control point
  • Various clipping and prop adjustments
  • Added a delay to the spawning of the skeleton king

Read the rest of this update entry...
 

Diva Dan

hello!
aa
Mar 20, 2016
1,034
1,954
B14 is an update I forgot to add here that I put on the workshop version

-Removed erroneous coffin that existed for no reason
-Replaced some textures with improved edits
-Added more clips to smoothen corners
-Replaced concrete block in the yard with a white truck
-Fixed the windows on red side to match the balance of blue side
-Updated pickup truck models

Read the rest of this update entry...
 

ShadowMan44

L1: Registered
Jul 16, 2021
30
16
Hey wait, this is exactly like the last post you made.