PL Shoreleave rc1

Prep Up, Men!

  1. Crash

    aa Crash func_nerd

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    I do need to give that a shot again since it's been updated so much since I last tried it.
     
  2. Vel0city

    aa Vel0city func_fish

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    It crashes my TF2 on OS X. Not surprising really, since anything memory related on OS X os buggy as fuck anyway.
     
  3. Crash

    aa Crash func_nerd

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  4. Yrr

    aa Yrr An Actual Deer

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    have u considered randomising the landmine placement like rapture's meteors :)
     
  5. Crash

    aa Crash func_nerd

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    The way they currently are set up, I need them in very specific distances apart so they don't all chain off of each other.
     
  6. Yrr

    aa Yrr An Actual Deer

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  7. Skittelz

    Skittelz L7: Fancy Member

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    I realized you could go on the flowers (by the bar). Is that bad?
    [​IMG]
     
  8. Crash

    aa Crash func_nerd

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    Nah, it's intentional. Doesn't really differ much from standing in the opening, so I figured I'd leave it.
     
  9. Crash

    aa Crash func_nerd

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    • Like Like x 2
  10. Turnip

    aa Turnip The 80s Vegetable

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    I have a feeling that some of the props were measured exactly for use in Shoreleave while they were being made....
     
  11. Viemärirotta

    aa Viemärirotta sniffer

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    They were. The A6 Changelog video says that.
     
  12. Anreol

    Anreol L6: Sharp Member

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    I was testing exploiting the map, and because your US server (for some reason) have the feedback plugin broken, I had to create a server and search. The coordinates are in the right corner

    You can build in RED spawn frame (With a spy, and then a H5 you can let the blu spy enter your spawn)

    So, nobuild all the spawndoor frames. (This happens in BLU spawn door frame too)

    [​IMG]

    It will be nice to open that door for BLU when that spawn is activated, so they can get back into spawn. Maybe it works bad, but who knows

    [​IMG]

    You should nobuild this so you cant place teleporters there

    [​IMG]

    The activation triggers for those mines are really big, and is very annoying to be blow up when you don't
    touched the mine.

    [​IMG]

    The capture point being solid is good so you cant hide stickies, but you should nobuild around it because there is a exploit related to letting

    the cart go back and placing a teleporter in the point, getting you inside the cart as RED

    [​IMG]

    When Im leaving blu spawn I feel like this is blocking my way, maybe remove it?

    [​IMG]

    Place something so players that dont know how to crouch jump (Yes there is players that dont know) can make the jump.

    Lower the ladder prop so you can jump in the ladder and then in the concrete?

    [​IMG]

    You can build inside blu spawn

    [​IMG]


    [​IMG]

    For some reason, if you jump here, you're stuck in the ceiling.

    [​IMG]

    There is a random trigger in the floor. idk for what is

    [​IMG]

    Nobuild this door frame too
    [​IMG]
     
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  13. StealthDrifter

    StealthDrifter L1: Registered

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    I have some ideas for the map. Hope you will like them.
    1. At the end of the map make the C.A.R.T. shoot and blow a ammo storage or ammo factory.
    2. At the minefield make it a DEATHfield, with mortars that shoot and blow the players there. (Because Muselk shown that a engie can pass the mines, and start trolling.)
    3. In the city make some doorframes or what are them called look like a blown part of a wall, so the map will look more realistic. Here is a image:
    [​IMG]
    (Hope you got the idea, also SORRY FOR BAD ENGLISH)
    4. MAYBE, make the Blu spawn look like a armored version of the Higgins Boat so players can't spawncamp.
    (here is a image of a higgins boat with some information) #TF2_DDay :)
    [​IMG]

    Hope something of my ideas will be added. But say to other people those ideas so the community is very much involved.
     
    • Agree Agree x 1
  14. Gabe Noodle from Volvo

    Gabe Noodle from Volvo L3: Member

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    @Darren I reported most of the issues with building in unintended areas during the test last night.
     
  15. SmashWaffle

    SmashWaffle L1: Registered

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    how did you get the sandbags to work? Every time I put those up, I get errors...
     
  16. Crash

    aa Crash func_nerd

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    I made a lot of requests during my development to help them flesh out the theme. As for size, it was more the other way around. Stuff like the sandbags have been placed in the map since really early versions of the map, I just replaced them with brushwork for testing. But ultimately I built the geometry around how the sandbags fit rather than having them fit the sandbags to the geometry. If that makes sense...
     
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  17. HolySnickerPuffs

    aa HolySnickerPuffs Bad at TF2, Loves Mapping For TF2

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    You might need to reinstall the pack. They shouldn't do that, as you can probably guess.
     
  18. Drewerth

    Drewerth L1: Registered

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    I don't forum often. Oops.

    Not sure if this was suggested/posted before or not but this area could use a few playerclips because I noticed that while playing I could easily get stuck on one of the corners when trying to backtrack during an enemy push. You can easily get out of the corner but newer players on the map might not have as much fun when they get caught on the frame.



    A clip could either be done like I drew here or you could just place angled ones on the corners, I don't know.
     
  19. Viemärirotta

    aa Viemärirotta sniffer

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    Those pickups look cleaner if they were aligned with the door.
     
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  20. Crash

    aa Crash func_nerd

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    • Funny Funny x 6