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PL Midwest b39

Autumnal Payload

  1. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,533
    Positive Ratings:
    913
  2. Moonrat

    aa Moonrat The end of an era

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  3. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    -redid A
    -redid B
    -redid areas between blu spawn and A
    -redid areas between A and B
    -removed blu shortcut and made it a forward spawn that opens after B
    -moved red's spawn forward for B
    -removed blu's forward spawn for C and pushed it back to the same room as red's first spawn
    -redid a lot of areas around D
    -clipping fixes
    (Thanks moonrat for making that feedback vid)

    Read the rest of this update entry...
     
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  4. Boonie

    Boonie L1: Registered

    Messages:
    8
    Positive Ratings:
    8
    May want to throw a nobuild on the pipe at first: -1050 -150 550

    Clips needing to be fixed/added:
    -1540 750 400
    -2180 2650 600
    -140 1030 675
    -600 3930 590
     
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  5. Bereth

    Bereth L3: Member

    Messages:
    147
    Positive Ratings:
    94
    Just running around b38 I've noticed a few problems.

    [​IMG]
    Displacement sticking through the wall.

    [​IMG]
    Z-fighting on these windows.

    [​IMG]
    Strange collision on this scaffolding.

    [​IMG]
    No patch under these packs.

    [​IMG]
    Look to the left of the picture. Some models aren't always being rendered.

    I'm interested to see how the new gameplay changes will work out.
     
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  6. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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  7. zapo

    zapo L1: Registered

    Messages:
    6
    Positive Ratings:
    2
    We've added your map to our mapcycle on the server and we played it few times :)
    People are generally happy

    Here is little feedback:
    1. RED can't move after respawn in specific place on the spawn (place by the back wall, screens added)
    wall-1 - Copy.PNG
    wall_2 - Copy.PNG

    2. Its hard to take over third point from BLU perspective. The route with cart is very narrow / thin what with sentries built high above the point lead us to stuck. RED just need 1-2 pyros to reflect sticks, rockets and incoming BLU ubers (we have class limits on the server). Its also hard for BLU spies to past RED with such narrow routes. Extra 2nd route doesn't help too.

    Anyway, we wait for further versions :)
     
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  8. zapo

    zapo L1: Registered

    Messages:
    6
    Positive Ratings:
    2
    Little update:
    1. It seems more slots near the back wall of spawn are broken. So far we had situation where only 1 person near the back wall couldn't move. We encountered yesterday situation, where 2-3 RED players respawned in same time near the back wall (not only the one place on the screenshot in my previous post) and they couldnt move

    2. Just suggestion from discussion on the server: maybe instead of widening the route, creating extra flank for BLU would be good as well to avoid stuck on C-point
     
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    Last edited: Mar 5, 2021 at 12:22 AM
  9. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    -changed sun angle to brighten up dark outdoor areas
    -brightened indoor areas
    -changed geometry between B and C to shorten cart path
    -widened outdoor path to C
    -added stairs in the same area at C
    -changed indoor to outdoor flank at C
    -fixed messed up spawns in Red 2nd spawnroom
    -clipping
    -detailing
    -other stuff probably

    Read the rest of this update entry...