Meridian

TC Meridian rc3

  • This map is featured! Our best maps, all together in one place for your viewing pleasure.

Radaka

L420: High Member
May 24, 2009
491
244
hl22009062601565574.jpg

By radaka at 2009-06-26

The grass texture on the rock sticking out of the water on the left doesn't match up with those on land, and looks a bit odd.

hl22009062601422109.jpg

By radaka at 2009-06-26

Unsewn

hl22009062601402206.jpg

By radaka at 2009-06-26

Unsewn

hl22009062601385909.jpg

By radaka at 2009-06-26

From a gameplay perspective, I think you should widen this grate so as to be able to see at least most of the hologram upon entering. This would be a good helper to lost souls :)

hl22009062601372840.jpg

By radaka at 2009-06-26

Possibly playerclip this, it's a bit annoying to have your view duck down then go up again.

hl22009062601351443.jpg

By radaka at 2009-06-26

The health has an overlay, but the ammo doesn't. (I would recommend going through the whole map and putting overlays under every health and ammo)

hl22009062601345235.jpg

By radaka at 2009-06-26

Unsewn

hl22009062602012960.jpg

By radaka at 2009-06-26

This sudden change in textures on the back of the BLU boat looks unnatural.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Played a few rounds right after gameday, felt solid as usual.
The new subbay was great, but then again, I didn't notice anything wrong with the old one (I'm pretty ignorant of layout issues while I'm playing) :)

Do you have a full changelog b5 -> rc?
 

Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
RELEASE CANDIDATE 1
* Fixed a couple bugs.
* Added a few barricades in the volcano area to reduce confusion during Red's final defense round.
* Improved the waterfall visuals.
* Added a small side hallway in the submarine bay that will favor attackers a bit more, and help anyone that falls into the water get back into the action quickly.
* Improved a couple of the models.
* Changed the location of a spawn hut in the village.
* Added evidence of an underwater hypnopen.
* Allowed players to get on top of most of the huts (the squat squarish ones are still restricted; I plan to make that more visually evident)
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Rock on.

...Now, if only the download section wasn't down for maintenance.... :(
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Played it about a half-hour on my server with full teams today. No team actually got to the final A/D round, but there was plenty of back and forth. Only stalemated once, and that was on Robot vs. Village.

Will have to dig through my screenshot folder and see if there was any issues that came up.
 

Ten19

L2: Junior Member
Jun 17, 2009
85
38
Just want to reiterate again what a fantastic map this is :D Played the RC on the US server and had a lot of fun.

Found a few tiny weird things that you may or may not want to fix as you go through your last RC's, see attachments.

First screenshot is just before you hop down into the shallow water after coming out of the temple.

Second screenshot is adjacent to the submarine, under one of the ramps. Feels like a misplaced player clip ramp down there as you navigate around the beams.

Third screenshot is one of the exits of the temple, I believe. I tried to include a landmark to find it easily.
 
May 23, 2009
205
34
I liked the old ones better really, if only because the new ones look too.. uniform. perhaps somewhere between the two would be best?
 

Tinker

aa
Oct 30, 2008
672
334
Ahh, much better. The bright colours are much more fitting in TF2 than the green-yellowish stuff that the aboriginals had on their roofs before :p
 

Ten19

L2: Junior Member
Jun 17, 2009
85
38
Aye, I think the new texture kind of washes the area out. The green tones in the previous texture matched nicely with the green grassy areas on the ground.
 

MrTwitch

L1: Registered
Jun 27, 2009
37
9
I think the roofs would look better with a bit of a softer edge. The way they are now, they shade weird and look too square and solid for straw. Are you using displacements for them?

Awesome map, the village has always been the only thing that bothered me.
 

Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
The problem with the old thatching was threefold. First, it had too much visual noise, particularly when paired with the strong definition of the bamboo material. Second, it was actually too cartoony, lacking the soft painterly touches of most TF2 materials. Third, it tried to emulate a very rough, grassy material that was too far removed from the actual smooth, flat surfaces it was applied to. The new texture shifts to a more tightly bound style of thatch roofing, which corresponds better to the surfaces.

Also, it does still use the old normal map, which when close up gives it a rougher feel, as if some of the thatching is broken and loose.

I can certainly still fiddle with the colors though, if you guys think it's too bright or the wrong hue.
 

MrTwitch

L1: Registered
Jun 27, 2009
37
9
Last edited:

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
I'd have to agree with the others, the new one seems washed out and too uniform... and the little hut now looks like it has a bowl cut. Add a little more definition and tone down the brightness of the new one and it'll be great.

I hope you're also going to take a second look at the wooden wall that surrounds the entire village... it's very flat, overly thick, and very ugly in my opinion.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Use a strong normal map! at current there either isn't one or its ultra subtle