Rocket Ravine

PL Rocket Ravine b6

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
You can't really make any complaints related to things being hard to attack when you're playing on an instant respawn server.
 
Oct 6, 2008
1,947
445
yes but when you have to run over and over and over 5 miles to get to the front - map has to be much smaller
 

DannBo

L1: Registered
May 9, 2010
27
13
I won't be making any drastic changes to the walking distances yet, though there will be some layout changes that will reduce the walking distance by a bit.

Here's just a quick screencap from hammer of what the first red building looks like now layout wise:
http://i.imgur.com/poegjOA.jpg

The tunnel opens up sooner as well with a little balcony above its exit, and that area has been moved up to accommodate the smaller buildings there.
 

DannBo

L1: Registered
May 9, 2010
27
13
Released a quick update today: http://forums.tf2maps.net/downloads.php?do=file&id=6082

Fixes a couple common things suggested from beta testing, particularly with the first half of the map to reduce walk times a little and cut off some overpowered sniper sightlines, as well as provide potential sentry locations more cover and more intuitive access to ammo.

Changelog:
*Rocket raised a little so that cart doesn't run into it
*Added boulders by point B to provide cover
*Spawn changes no longer kill red team members inside of safehouse, resupply cabinets are disabled, and spawn door becomes one way, kill after 45 seconds
*Added teleporter build region at first BLU spawn door
*Narrowed right cave passage way to shorten line of sight on that side.
*Added crates to middle of cave for cover
*Added larger crates to point C for cover
*Added health and ammo pack on balcony above point C
*Upgraded a few ammopacks
*Added Wall w/ windows to area after point C's ramp to block line of sight and give engies a spot to build
*Added crate and ammo pack around following turn for cover
*Added ladder on otherside of walkway above point D
*Ground floor doors next to point D now open one at a time instead of simultaneously
*Walkways at BLU's first spawn extend from the building during setup, added middle walkway to cross from one side to the other more easily
*Added some props to block sightlines into final point E from jumping soldiers and demos (aside from sticky+rocket jumpers)
*Added nobuild regions to doorways so that sentries/etc. cannot be built in the middle of a doorway
*Changed layout of first RED building to be open facing BLU's spawn and to shorten walk time to next point and block sniper sight lines more effectively
*Extended blu's 2nd spawn building out to block sniper sight line and add two stairwells for easier access for that area.
*BLU unlocks 2nd spawn after first point is captured again, but spawns there are delayed a few seconds
*Raise roof/ceiling of first RED building for more maneuverability for jumping classes.
*Shed/tunnel's roof next to first RED building is now much more difficult to access with non-jumping classes.
 

DannBo

L1: Registered
May 9, 2010
27
13
Small update to address some bug fixes and a few optimization issues.

Full Changelog:

*Removed excess path tracks (107) to reduce edict count. Should solve edict overload on full 32 player server at or towards end of game.
*Added Ladder by Point D, going to platform towards point E, moved a few crate props around.
*Added a few signs & lights
*Removed glass next to platform above track just before point E (the glass in between that and the side hallway on the right) to provide a...

Read the rest of this update entry...
 

DannBo

L1: Registered
May 9, 2010
27
13
Releasing a small update today. Only a few changes to the world, mostly bug fixes and a small layout change to add a stairwell by point D. Main addition is a full nav mesh for built-in bot support.

Full changelog from pl_rocketravine_b5 to b6
*1. Added bot support will full nav mesh.
*2. Fixed door on upper level of BLU's second spawn, which wouldn't unlock until BLU made it up the hill. This now unlocks with the spawn room as it should.
*3. Added some more player clips to potentially "sticky" geometry.
*4. Added a stairwell & metal/health room nearby D for easier access to platforms from the control point area.
*5. Removed one of the ladders near D that was kind of in the way.
*6. Moved a few props around.
*7. To reduce fall damage, added an opening in the railing in the balcony that the shorter set of tubes leads to after point C.
*8. Split up the large metal/ammo box by point D into two medium ones, one outside and around the corner and one inside the stairwell sideroom.

Read the rest of this update entry...
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
I don't like the number of textures you're using on one wall or the trim on everything.
 

Severia Zezt

L1: Registered
Jan 1, 2016
6
5
Releasing a small update today. Only a few changes to the world, mostly bug fixes and a small layout change to add a stairwell by point D. Main addition is a full nav mesh for built-in bot support.

Full changelog from pl_rocketravine_b5 to b6
*1. Added bot support will full nav mesh.
.

Where is the nav file...?

Great map, by the way.