Snowplow

CP Snowplow Final Version

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Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Sep 5, 2010
6,394
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So, I generated the navigation meshes for both parts of the map, the issue is that the bots can't recognize that the map is a Capture Point map, they think that it's a Payload map, therefore they don't go for the caps, they just huddle around the train. Any recommended fixes for this?

Playing with bots is not recommended for snowplow.
 

Random Chaos

L1: Registered
Dec 31, 2014
25
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Just had a chance to play this on the TF2MAPS server. Noticed you can get stuck inside the drop objects (car, rocks, etc.) if you land on them when they are down then retract up into you.
 
Apr 14, 2013
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I didn't play the map much, And the playercount was suspiciously low (3v3 to 5v5) so I'll not post any gameplay-wise feedback (but I must say that for an a/d map, it still plays fine even with that low playercount) But there are some technical issues that I would like to mention.
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On stage 2, after the train reaches cp3, it sticks to the fence and you can get stuck between the front bumper (the snowplow) and the fence (where I'm in the pic). Luckily I'm a demoman so I could stickyjump out of it, which brings up the next thing:
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Here's where I landed from that jump: the roof over cp3 in 2nd stage,
I ain't sure if it's a bug or feature, but it's not clipped.

62AEA6670B6B0CFAF1B0804FDC1DE83663864311

Shadows are weird. Really weird.

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That train custom HUD, showing 60%, while setup is still going. I don't remember if the train actually had 60% life, or if it was only a display error. Probably the latter.

That train HUD is really buggy anyways. In spectator it doesn't show, and after the red machines damage the train it tends to disapear too.
 

Random Chaos

L1: Registered
Dec 31, 2014
25
1
I recall that train hud issue too. When we switched teams due to a victory or loss, the train hud showed the health incorrectly as that of what it was just before the round reset. It didn't fix itself until (I think) the first time it was updated at the first CP. Might have been earlier than that (setup end?), but it was definitely wrong during the setup period.
 
Mar 23, 2010
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do i get a medal for testing it a lot? maybe a snowcone?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
So did Valve tweak this to make the custom gamemode thing less hacked-together?
 
Dec 28, 2014
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So did Valve tweak this to make the custom gamemode thing less hacked-together?

I would imagine that they will add a real hud to the map for the train health instead of how they had it as a screen overlay during the testing, but other then that we'll probably have to wait until tomorrow to find out.
 
Mar 23, 2013
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Honestly, I don't think so. I think it's still the hacked together version, at least thats what it was when I reviewed the final copy last week.

Who knows. We'll find out tonight.

I'm more courios about the entity count. I hope Valve didn't overlook that one.
 
Mar 23, 2013
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~1540ish?

It was fine during the EotL event with all the ducks dropping, so I'm not expecting it to be any more of an issue, since there will be less drops around the map with the new pickup syste.

isn't it more of a problem? Player drop their weapon AND a little ammo pack on death. So there would be even more entities.
And from ym experience, if you go over 1400 entities, a 32 player server is fucked.

Remember all you have to do is to fix the dynamic props and the entity count should be fine without touching anything at the map
 

Zed

Certified Most Crunk™
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Aug 7, 2014
1,241
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And Valve can actually implement a HUD element for the map now, so that should help.