New Submission: pl_haywood_beta5

Discussion in 'Maps' started by Laz, Oct 21, 2008.

  1. Laz

    Laz L7: Fancy Member

    Messages:
    461
    Positive Ratings:
    34
    Downloads: A new file has been added by Laz:

    pl_haywood_beta5

    Beta 5 of pl_haywood

    Fixed issue with players getting stuck in gates
    Fixed grate bridge at red end spawn
    adjusted arrows at red end spawn
    rebalanced last part of stage 1
    added a little more detail here and there
    Upgraded skybox
    blu spawn snipernest windows are now closed during setup
    "matrix bug" where players could run under the map by going through the cave has been fixed.
    Boring big wooden wall part 2 stage 1 has been reworked

    several other issues have been fixed. Feel free to let me know any other issues

    There is still a minor skybox seem error that will get fixed in the next version

    thanks to tf2maps.net and z-spot.be
     
  2. Godling

    Godling L2: Junior Member

    Messages:
    55
    Positive Ratings:
    8
    Are you still able to shoot through the cart?
     
  3. Laz

    Laz L7: Fancy Member

    Messages:
    461
    Positive Ratings:
    34
    You are able to shoot through the cart? I had no idea :s Why didn't anyone report this!
    I'm sorry it seems I was not aware of this issue yet, and will surely be fixed in the next version.
     
    • Thanks Thanks x 1
  4. Godling

    Godling L2: Junior Member

    Messages:
    55
    Positive Ratings:
    8
    That's awesome to hear. The only reason that haywood isn't in rot on our server is because of this issue. Weird that nobody else has mentioned it though... still... good to know you're on the job. :)
     
  5. Laz

    Laz L7: Fancy Member

    Messages:
    461
    Positive Ratings:
    34
    Im leaving for a one week holiday to normandy, but expect an beta6 after that.
     
  6. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

    Messages:
    792
    Positive Ratings:
    144
    I liked it a lot more now than the last time I played it during game day (no clue when that was). A few issues. During the second round, blu first spawned at the rear spawn, but then after that at the forward one. My thoughts for that issue, make the forward spawn have the Red Spawn round filled out, have the rear spawn named and disabled but without the round field filled out.

    Another issue was the respawn wave time after blu captured the 2nd point on the 2nd round, it was so high that they were able to cap without an D having been set up (because we were all still waiting to spawn).

    Other things I noticed:

    Car is too high here, and the sparks aren't turned off when it hits that path_track
    [​IMG]

    [​IMG]
     
  7. Laz

    Laz L7: Fancy Member

    Messages:
    461
    Positive Ratings:
    34
    sorry for the hiatus lately, been busy with some trips for work, and playing fallout3, and more recently l4d.

    I have rebuilt the beta5, as I lost my USB stick holding the vmf of that version somewhere in normandy. so I decompiled the bsp, and copy pasted some architecture back in beta4 until I had all my changes back. Luckely I keep detailed changelogs :D

    thanks for the feedback with the screenshots. the forward spawnroom in the second room is idd an issue Ive been looking at before. I tried several different settings, but I'll give your suggestion a try. thanks.

    the skybox I noticed, but was to lazy to go in, fix it, and recompile. :$

    the sparks are a good note, didn't notice that myself.

    wave times will be looked at for that second part.