mineshaft

PL mineshaft RC21

[LuNo] KimFareseed -TPF-

L1: Registered
Jan 30, 2016
39
6
Okay, coming with a few more. In addition to the screenshots, I did find a few more minor gaps in the geometry though, not something I found as easily spotable as ones posted.
BLU spawn exit, Gate 1, the side of the celing facing outwards ain't rendered.
C3C9E9F2542B445BAC4B706B348F256BA3F68028

BLU spawn ramp, Gate 4, the left wall has ended up floating.
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Back Rail Complex, stairs, open to the void.
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Back Rail Complex, pit, I guess engies can build here now? Probably more for trolling.
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Death Pit, the supported tracks, like at the Back Rail Complex, have lost their collisions, no way of getting the healthpack without just ending up in the pit, no ground to stand on.
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Death Pit, uper area, great big chunk of no render.
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Final point, back area, wall is missing a slice.
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Final point, stairs to red spawn, dosn't go the whole way up.
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Oct 6, 2008
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wow thanks for the detailed info - can't believe I missed all that!
 
Oct 6, 2008
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[LuNo] KimFareseed -TPF-

L1: Registered
Jan 30, 2016
39
6
Okay, found a few things, one that is broken, some small void holes, some z-fighting textures, some culling that is a little agressive, and some exploits.

Blu 1st spawn, gate 4, unintendional indent?
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The Enterance Cave, cliff, void hole.
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The Back Rail Complex, building, void hole.
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The Broken Rail Zone, void hole.
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Death Pit, hill, speed bump, stalls the payload even more trying to go over it with a cap rate x1.
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Death Pit, hill, speed bump; it also blocks rollback.
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Death Pit, hill, speed bump, void hole (directly right of crosshair).
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The Enterance Cave, tunnel, floating lamp, seeing it from above riding the payload.
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The Enterance Cave, tunnel, z-fighting textures. Directly below the crosshair.
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Death Pit, hill, z-fighting textures. Directly above the crosshair.
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The Broken Rail Zone spawn, to Death Pit cliff corridor, sign being cut off.
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The Broken Rail Zone, spawn, door never opens for Blu after any capture.
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Inside spawn, dosn't open after the Death Pit is captured either. No relation to the disapearing spawndoor trigger.
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The Back Rail Complex, spawn, spawn door disapears upon opening the oneway balcony door in the Back Rail Complex building.
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The Broken Rail Zone, spawn, early entry. The resupply is functional, though atleast the only way out is the same way to get in. But maybe have a door like the one later down the track to stop those explosive jumpers from doing someing too sneaky?
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The Broken Rail Zone, spawn, agressive culling.
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The Broken Rail Zone, spawn, agressive culling.
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I hope this collection is of any use. All screenshots taken on pl_mineshaft_final_rc17
 
Oct 6, 2008
1,949
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thanks it really does help - all that stuff was fantastic - thanks
 
Last edited:
Oct 6, 2008
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Hey Kim didn't want you to think I disregarded your input - I just made the changes now :)
 
Oct 6, 2008
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Hi Peeps!

At long last here is version 20 of mineshaft - it's the FINAL version un;ess someone finds a bug in the map - there shouldn't be any bugs but there are some frogs!

I'd like to thank everyone here for giving me your feedback along the way in the development of this map which has been years.

I used stock items for the most part along with some tetures/overlays from the cotruction pack so kudos to those people :)

Read the rest of this update entry...
 

[LuNo] KimFareseed -TPF-

L1: Registered
Jan 30, 2016
39
6
Hey Kim didn't want you to think I disregarded your input - I just made the changes now :)
I am sorry to say, the left side door of REDs old spawn still disapears after the door to the high ground at B is opened. Though, I did notice that if I got a BLU player to the other side of the high ground door, without ever opening it, it still dissapeared.

So, an explosives class, a sneaky Atmoizer Scout or even a Pyro, from BLU, could get ride of the left spawn door of that spawn even before 1st is captured.

Not been able to cause it with a RED player though, the one-way and BLU team only nature of the high ground door does leave that thing as both a ridiculus griefing possibility, either knowingly by BLU when RED still spawns there, to get for example, a spy or said explosives class to camp from inside the spawn, or unknowingly after 1st is capped to grand RED an easy resupply.

No idea what kind of black magic is causing that to happen. The ressuply locker is still operational as well for RED, if they manage to get back in to the room.

This is really the only BIG thing that I find problematic in the map, runing through it by myself.

Otherwise, only a few small void openings at 1st next to BLU's spawn that dosn't seem to be any cause for concern, and a few flood light that were pushed behind some walls.

Else, all that remains would be related to testing of the gameplay of the map itself, and that RED can't spawn in their lower spawn room after C is captured like on Badwater.
 
Oct 6, 2008
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446