Outback

Outback rc4

Sgt.Sausage

L420: High Member
Dec 5, 2008
420
103
It seemed to play pretty well. Most of the suggestions are already including in rc4. great work.

Also i got to play the first version (or so i think) called pl_rail_test3 and it was so bad no offense. Its almost all different so i can see why you changed it so much hence the 9 months, like having a baby. Some things i recognized that have stayed but it has improved so much.
 
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S.W.A.T.Y

Banned
Sep 28, 2008
315
116
I'll be releasing rc4 with Valve's models and now my map can finally be inspired by meet the sniper video.
 

evanonline

L420: High Member
Mar 15, 2009
485
273
The only one that seems like it'd cause performance issues is the camper van due to the sheer level of detail on it; while I don't know the inner workings of optimization too deeply Valve seems to be encouraging people to use them so I can't see many problems arising.

L-let's not bicker about it, though...
 

Sgt.Sausage

L420: High Member
Dec 5, 2008
420
103
I hope ignoring will never have to be the case i have nothing against anyone here.

Anyway, I am glad those models are finally released, will be excited to see them ingame hopefully without to much of a performance decrease.
 

drp

aa
Oct 25, 2007
2,273
2,628
Lord Ned has taken a site vacation for 3 days. If ANYONE continues this, you will take a longer one.
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
Looks like you missed a line

"(note that these were made for the movies, and haven't been optimized for performance in maps, so keep that in mind)"

Prolly true for the Camper in particular, yeah - just hide it somewhere where you can efficiently portal vision to it or have a low draw distance. If anything, you could get someone to reduce the quality on it and/or cut out the inside now that we have the official model to work with.

Grats on finally having them out!
 

Delusibeta

L3: Member
Mar 21, 2009
100
14
Frankly, I would advise not bothering with the camper van, or any of the other models from the Meet The Sniper pack for that matter. 50Mb of textures that are used only for one thing will probably not impress people. Especially if they have to download the map from a server.
 
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Wegason

L3: Member
Aug 16, 2009
147
64
However check out Rexy's thread in the Models & Textures forum where he has reduced the size and removed the polygon count massively to make it about 2mb.
 

Manta_firefly

L1: Registered
Oct 23, 2009
18
16
Hi, I'm from the HH community and we have had this map come up on our vote a few times, it seems to have gained some popularity. To the point where I feel I can start commenting a bit more on it.

It must be said the first point is possibly the hardest first point that I've seen in a payload map, a lot because of the distance you need to travel but also because of the final corner. For some reason, people fail to see the alternate route to the right which puts you above the first CP, a vital tool to allow BLU to take the first point and for offensive spies to make an impact. Secondly I feel that the surrounding area is too stingy on the health and ammo pickups, BLU and RED both need dispensers and medics on hand to have a chance, which is fine for RED, but not really for BLU. Finally, the long and narrow channel the tracks follow up to CP one are a bit of a death-trap for BLU, seeing as the REDs can quickly poke their head around the corner to place an arrow/bullet/sticky/grenade etc.... down the channel and can count on having a target to shoot at.

Most, if not all, of these problems could be solved if the CP was moved back around the corner slightly, forcing reds to a further spawn earlier and allowing the game to proceed.

The second and third portions of the map tend to play out very well, while a bit cramped, with a selection of side routes or higher ground to take advantage of.

The final point however, seems to lack a bit of emphasis for want of a better word, most of the fighting for it occurs in the narrow bottleneck at the final corner or on the walkway above it. Once Blu breaks that they've basically won. I somehow prefer the earlier version of the map because that had a greater amount variety of spaces to fight in that fighting occured in.

PS. Try not to take my critisisms as anything other than constructive, I could dismantle gold rush or badwater basin just as easily.

PPS. This was the map I got my first and only reflected arrow headshot, fond memories.
 

zpqrei

Theme Changer Extraordinaire
aa
Oct 19, 2008
1,067
1,150
Hi, I'm from the HH community and we have had this map come up on our vote a few times, it seems to have gained some popularity. To the point where I feel I can start commenting a bit more on it.

It must be said the first point is possibly the hardest first point that I've seen in a payload map, a lot because of the distance you need to travel but also because of the final corner. For some reason, people fail to see the alternate route to the right which puts you above the first CP, a vital tool to allow BLU to take the first point and for offensive spies to make an impact. Secondly I feel that the surrounding area is too stingy on the health and ammo pickups, BLU and RED both need dispensers and medics on hand to have a chance, which is fine for RED, but not really for BLU. Finally, the long and narrow channel the tracks follow up to CP one are a bit of a death-trap for BLU, seeing as the REDs can quickly poke their head around the corner to place an arrow/bullet/sticky/grenade etc.... down the channel and can count on having a target to shoot at.

Most, if not all, of these problems could be solved if the CP was moved back around the corner slightly, forcing reds to a further spawn earlier and allowing the game to proceed.

The second and third portions of the map tend to play out very well, while a bit cramped, with a selection of side routes or higher ground to take advantage of.

The final point however, seems to lack a bit of emphasis for want of a better word, most of the fighting for it occurs in the narrow bottleneck at the final corner or on the walkway above it. Once Blu breaks that they've basically won. I somehow prefer the earlier version of the map because that had a greater amount variety of spaces to fight in that fighting occured in.

PS. Try not to take my critisisms as anything other than constructive, I could dismantle gold rush or badwater basin just as easily.

PPS. This was the map I got my first and only reflected arrow headshot, fond memories.

This. This is good feedback. You sir, get my thanks.
 

S.W.A.T.Y

Banned
Sep 28, 2008
315
116
I'll try to work some more on Rc4 when I release beta 2 of reelfoot this week.
I'm thinking of making some big changes as Manta_firefly suggested above.
 

Sgt.Sausage

L420: High Member
Dec 5, 2008
420
103
I'll try to work some more on Rc4 when I release beta 2 of reelfoot this week.
I'm thinking of making some big changes as Manta_firefly suggested above.

Thats good, some of those are very necessary.