Paris

CP Paris b5

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Katsu! :3

Veteran Cat
aa
Jul 30, 2021
616
337
Crossposting from Discord:
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"I can walk inside of these barrels. RED first spawn."
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"This has no collision at all."
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"Clipping on an invisible object. Also, there is Z-fighting in the column."
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"Invisible Prop Here."
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"More weird clipping issues, likely a holdover from Dark Marsh."
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"This door opens absurdly slowly for a main route." (This took about 45 seconds to fully open, which imo is ridiculous.)
 

Katsu! :3

Veteran Cat
aa
Jul 30, 2021
616
337
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This door *also* opens really slowly, especially for the route right in front of the Control Point. It's not as egregious from the 1st-2nd one but it doesn't feel great being forced to wait like this. Take some inspiration on how fast DeGroot Keep's gate opens!
 

Miki

L1: Registered
Feb 10, 2022
44
47
Hey, this map looks like a good submission for an official winter map, I played it a little with bots using the Workshop (good on you for including a nav mesh). I found a couple issues I want to share. I have cl_showpos on in the top right so you can copy the coords into Hammer from there.

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You can build on this roof.
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And this one.
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Stand on this chimeny in front of BLU's first spawn.
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These rocks aren't solid, so you fall down them. I think this prop doesn't have collision by default, so you could replace it with a fixed version with snow here: https://tf2maps.net/downloads/alpine-rocks-fixed-and-mirrored.7645/ I also noticed the cliff flank using a rock prop had blockbullets as well, so you could use this there too in addition to the blockbullets.
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Looks like a nobuild that used to block something, but doesn't make sense now.
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You can stand behind these walls on this rock. I don't know if this is intended or not, it just might be a rancho relaxo spot or a Soldier hiding to bomb a Medic from here. Graffiti's from Half-Life 2, but you already knew that.
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Railing isn't solid.
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These bots are trying to drop down from this center square to behind the wall with the dark blue lines.
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This RED Engi has a terrible Sentry nest that doesn't cover the point and you can walk past it. I would place a Sentry gun hint somewhere else, or at least at the 90 degree corner if you don't use one already. Also, the control point model isn't solid.
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This one's a little inconsistent, but I got stuck briefly walking over this displacement.
You can put "setpos_exact -2561.830811 1622.499878 -27.968681;setang 23.670044 170.342010 0.000000" into console and walk forward as Heavy to replicate it.
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These pickups by the first point don't have a patch beneath them. And a nitpick, I prefer (at least on A/D) red patches for ammo and white for health, so when you're burning to death waiting for a pack to respawn, you can stand on the health kit. A lot of small health pickups were slightly higher than the ammo kit next to them too.
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At this distance beside BLU's forward spawn, the LOD on this stair model lets you see under the map. The other stairs have black beneath them so it doesn't look like this.

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Railing isn't solid.
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This little lip in the stair has a gap showing the skybox beside the 2nd point.

A lot of effort was put into this map I can tell, the setting's unique, I like the chokepoints and options each team has. First point's my favorite right now because of the contrasting entry points BLU has to attack from. I have hopes to see this added in December.
 

Katsu! :3

Veteran Cat
aa
Jul 30, 2021
616
337
20221103014455_1.jpg
These bots are trying to drop down from this center square to behind the wall with the dark blue lines.
I actually hand-edited a nav mesh for Paris last night that fixes this as well as some general nav mesh weirdness (Did you know that the OoB area has giant nav panels in it?), this fixes that. @Panckakebro could probably include this in the next release
 

Attachments

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Gravidea

L5: Dapper Member
Apr 17, 2017
229
103
Hey there! Just letting you know that in a recent playtest on my servers, the Resupply Cabinet in Blue's Last Spawn is not functional. I have screenshots of the exact Cabinet below, in case no one told you yet. Keep up the great work!

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Waffe

L5: Dapper Member
Dec 2, 2012
230
203
Heyo, gave this a blind runaround. I tested the signage by moving blindly to random locations on the map and I think it is a bit bare for BLU all the way to B. Of course, this was on an empty server so take this with a grain of salt.

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Consider adding an arrow here (near BLU spawn) towards the A point. Maybe use the same kind of "plank" arrow as on the other side of this area?

Also, add more reverb to the soundscape in the final area. The indoor section feels tall/large enough to warrant it.

In any case, this is a very stunning map and I can't wait to play it.