Oasis

PL Oasis RC3

Mess About

L7: Fancy Member
Jan 16, 2017
413
178
I got some feedbacks:
The doorframe texture doesn't align
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This
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You can stand on the building (not just the rock)
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Z fighting
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This bush camourflage on last is kinda annoying, especially with Sniper
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◤Bl4ke◢

L1: Registered
Mar 29, 2018
44
29
These lighting glitches in the spy tech lair are a bit jarring. (i do really love the map though)
 

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B!scuit

L5: Dapper Member
Aug 12, 2016
205
267
Had a quick run around the map and noticed these things:
Lots of static_props that should have their physics set to non-solid
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Visible nodraw in the alley before A
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This little ledge just after A needs a clip, it stops curious jumpers
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Wrong Texture / visible nodraw (just behind the grate), also there is that all black strip there
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Visible door? needs a little bit of a lip
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Also at the point just before the sphinx there's a door that looks identical to the one at the far right (red heiroglyphs)
But it doesn't open, also the real door is very quiet, it seems silent and that feels quite unnatural

Otherwise the maps looking great!
 

[LuNo] KimFareseed -TPF-

L1: Registered
Jan 30, 2016
39
6
Found a little oversight with the lowered resupply locker in the second RED spawn. Posting it here in hope that it might get patched.
FF4728BC10ABE25F4B1C03615196D9F9F2CB98BC

The locker still functions after it has been lowered if a player stands over it, as well as working for both teams.
 

A Ninja

L1: Registered
Nov 21, 2014
28
4
I occasionally come across this map being played, and while I love it, I always wished that it could be pushed beyond b4. With the event version of this map coming a bit later than the normal one, are there any changes/improvements that were made in that version that may be applied to this one?
 

Crash

func_nerd
aa
Mar 1, 2010
3,349
5,524
I occasionally come across this map being played, and while I love it, I always wished that it could be pushed beyond b4. With the event version of this map coming a bit later than the normal one, are there any changes/improvements that were made in that version that may be applied to this one?
There definitely are a bunch of things we could change based on the event version, it's just not something that has really been priority. After a few other things I've been eventually wanting to do (very very slowly) it'll be on The List.
 

Crash

func_nerd
aa
Mar 1, 2010
3,349
5,524
Crash updated Oasis with a new update entry:

RC...2!

RC1 (internally tested):
Brought the map up to parity with the event version, gameplay-wise
Ton of optimization and small visual tweaks
Updated usage of custom assets

RC2:
Adjusted/ cleaned up a few routes, the big one is removing the stairway making a room have a drop down, benefitting Blu
Fixed missing sound on sliding stone doors
A bunch of minor tweaks
Adjusted spawn point positioning in blu's forward spawns to encourage other door use

Read the rest of this update entry...
 

Crash

func_nerd
aa
Mar 1, 2010
3,349
5,524
Crash updated Oasis with a new update entry:

RC3

Changelog:
Experimental: Added new platform route in oasis connecting two forward spawn exits, this should help the oasis area be more connected and encourage more usage of the outside route
Experimental: Added new route connecting right and center paths going into the sphinx, this should help making rotating easier between sides, but may make it too easy for Red to push the cart path
Added prop jump in oasis upper area
Removed two trees from the oasis to open things up a bit more
Extended...

Read the rest of this update entry...
 

Katsu! :3

Veteran Cat
aa
Jul 30, 2021
822
516
Hey Crash, you asked for a bit of a "clipping pass" last night so I ran around it just now.
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This would just be nice.
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There's some "Mystery Clipping(tm)" right here that lets you float.
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Clip this in RED's first spawn please.
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This here would be cool if it were clipped as a ramp. I'm not sure if the jump is intended as an actual gameplay element but if it isn't then please do clip it!
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Walking up this feels weird (you can physically get stuck toward the edges) and doesn't look like it would actually require a jump. Clip please!
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Another maybe-gameplay spot. Would be cool if this were a smooth ramp tho
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There's this weird little brush error(?) in BLU's first forward spawn.
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Just wanna say I really appreciate that the checkpoint isn't solid, I've never been a big fan of when maps do that.
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I think this whole side area could be clipped, it feels awkward to walk in atm.
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Just a QoL clip
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Weird shadow effect happening in RED last spawn.
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Very obvious 'brush ends here' moment. I'm... not really sure how this could be fixed, sorry :(
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This waterfall is really cute :) I love all the plant life in here
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Can get stuck on this wall (first point, flank route)

That's everything I've really noticed over the last hour. Hope this is helpful!