Prep Up, Men!
Oh shit whaddup
really nice so far DLing the update now like the custom brick wall model that explodes
seems i crash shortly after joining the map taking a look at it with other methods of loading
seems to crash everytime i load it even without my custom folder
re downloaded it off of tf2 maps issue persists
EDIT turns out my autoexec has a command related to gfx+ i missed removing long ago that made it crash still in it whoops
Hecking Y E S! This looks beautiful!
One minor issue I found:
In Blu spawn, you can get stuck here.
Made an album of things I noted. https://imgur.com/a/JQXet
These doors look weird. Not only because it's 2 doors with doorframes right on top of each other but they both have that black line across them in the same way
The text on this side of the railcar is backwards
The reflection on this chopper matches inside the nearby red spawn instead of the area around the chopper itself
The far lockers at the end of this long path noticeably fade out while standing in this cave area
those back windows look a bit too simple compared to the rest of the map for how easy they are for players to see
The headlight of this bike being on seems odd. It's the middle of the day and yet it has it's light on. This is a thing throughout the map where outside lights are noticeably on and casting light cones even though it's bright daytime
This locker thing seems a bit too dark on the inside
weird shadows in this box. They don't match the props inside it
These boxes seem far too bright for their outside daytime location. There's no good reason for it
Floating Roof in the background
the upper area of this building could use some windows. Looks weird to have nothing there when seen in gameplay space
What is the point of the lower door when players can just rocket or sticky jump around it?
would be nice to have a clip ramp up to this platform
The reflections in this water change around strangely when moving the camera around in this location
Players can stand in this foliage. Also has too dark shadows
weird shadows on these crates
AAAAAAAAAAAAAAAAND I'm stuck in the payload and can't move -__-
Did these bricks on the floor somehow go through the wall when the wall behind it was blown up?
these rubble bricks quickly disappear when standing in the doorway here. Maybe a area portal thing
I feel like I should be able to jump over this wall since there's gamespace on both sides of it
add some hazard tape to these rollback zones so they are more obvious. Didn't notice that's what they where at first
I feel like the gate should blow up or at least be messed up when the shot to destroy the building behind it would have had to go through it
hey i got some feedback for the map.
weird lighting here ( to the stairs )
inside first blue spawn if you stand here and go forward and back again you can notice that those lockers appear/disappear
the knife shouldnt be floating.
weird lighting when the cart destroys the wall + i feel like the bricks that fall down should fade out after a while.
on last you can see some small white lines to the stairs.
on the church it appears you forgot to add windows and the lighting to the bricks is kinda wierd.
many pointed that out but why not?
also here it appears you forgot to add some windows.
I also believe that the map needs better optimization.
The solution to the nodraw lines visible though the stairs props would be to put a toolsblack behind the stairs instead of a nodraw.
For some reason the map crashes my game if I have mat_phong disabled...
wow it didn't even need a beta
I think that was just a choice they made.
We tested it a ton in alpha until we felt it was ready to get artpassed. We wanted to do a big surprise reveal with it, so we kept it under wraps and detailed it to completion. Did a couple private tests to confirm nothing was horribly broken (we found some things) and shipped it off to RC.
I think my hardware is too old to be able to play the release candidate. As soon as the camera gets turned towards the town, tf2 crashes, tries to pick a class, it crashes as I am looking towards the town.
My system is within TF2's recomended and minimum system requierments. (mat_phong is disabled)
You don't want mat_phong disabled, you want it on (set to 1). It's a weird bug, but give it a shot.
If you want something similar looking to mat_phong 0 that isn't as buggy, try r_rimlight 0 instead.
you mean r_rimlight 0
Oh yeah I never posted this here:
I'm a bit late in party, but there is EU server IP: (not working now) (located in Poland) with this map only.
Edit: I had to move resources so server is off
oh man! i wish my maps looked this good!
This is just a suggestion, but It would be real cool if you had some kinda Easter egg, like up in this lighthouse:
So If you fix things in, like, an RC2... just sayin'.
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