Sulfur

Sulfur rc4

Jul 30, 2014
75
153
Minor thing that might be worth fixing to stop abuse: your red respawn signs are solid, worth dealing with just in case anyone decides to do some spawncamping.

I really enjoy this map, but I think there are still improvements to be made. What I see as the biggest issue with the map currently, is how easy it is for blu to cap B. The main cause of this is the fact that there isn't a single good spot to hold on B. Not only do you have to deal with people coming from Blu spawn, who already have an option to flank B from the far right route with the full ammo pack, people coming from D with the options of coming out from either side behind the point, and an A/B flank which lets you come to the point, get behind the point and get to the balcony behind the point, but you also have entrances into the water from the spawn side, A, and D, with exits from the water, again behind the point and on both sides.

With this, there is just no viable place to hold. Any place close to the point is flankable from so many places, you can't set up at all, and any places that feel holdable, such as the balcony over the point, is too far away from the point to stop it from being capped.

My personal recommendations on how to make the point holderable, would be to firstly remove the water. The water thing is already in D, and it just facilitates too many flanks on this point. I would give the A/B route only one exit, the one by the point. I would reduce the options coming from D, I guess to only the balcony side. Super good pictures to show this.
 

frozenpandaman

L1: Registered
Jan 13, 2015
4
2
Love the concept – very cool. Seem to be missing some textures – most of the floor and walls just show as "reflectivity 50%" for me (screenshot). Any suggestions?

The last point being KOTH is super inventive – excited to see this map continue to evolve! Will continue to explore and see if I can offer any further comments. Love the hot water that hurts you, too (until you cap A, that is…!) :)
 
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zahndah

professional letter
aa
Jul 4, 2015
763
647
Seem to be missing some textures – most of the floor and walls just show as "reflectivity 50%" for me

Those reflectivity textures are called dev textures, they are usually what the mappers use as floors / walls / ceilings in their maps while they are still focusing on making the gameplay good. They are not missing textures, just Freyja has not artpassed (textured and added clutter props to) the map yet.
 

frozenpandaman

L1: Registered
Jan 13, 2015
4
2
Those reflectivity textures are called dev textures, they are usually what the mappers use as floors / walls / ceilings in their maps while they are still focusing on making the gameplay good. They are not missing textures, just Freyja has not artpassed (textured and added clutter props to) the map yet.

Makes sense. :D Good to focus on gameplay first, definitely. Very impressed with that aspect of it, for sure. Thought it was something like placeholder textures, as it didn't look like maps usually do when missing textures—thanks for the clarification!
 

Freyja

aa
Jul 31, 2009
3,009
5,838
b1:

Artpass
Some stuff that I forgot because I've been detailing this for literally months

This is a beta release intended so I can start polish before the contest ends. It is not fully optimised, vis popping is very strong, and there is no HDR.

Read the rest of this update entry...
 
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Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
File is still a10.
 

Lain

lobotomy success story
aa
Jan 8, 2015
723
757
quick feedback

this is open all the time, allowing blu to see into red spawn, even when it's active
jhFaXtr.jpg


Extremely out of place bullet block on this, makes it hard to navigate and players will misjudge it
QRwowqc.jpg


turn off the collision on these, they are cancer to walk into when trying to get into spawn
RucwNzp.jpg


This is also cancer, right on the point
2I5Jjwo.jpg


cut off building, looks terrible, easy fix
hsMNqCk.jpg


other than that.. i love it, looks fucking amazing.
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
Water on B z-fights with stairs. Also there is no life on that water what makes it look weird (means that there is no growth)

When walking up stairs here you can get stuck between steps and wall structure
CQgc6bv.jpg


Bomboos aren't clipped
LUBIxgX.jpg


Needs clipping too
ZaUOwpO.jpg
xkugFiN.jpg

Can't walk to that rock, have to jump, clip stairs
QEMNaAR.jpg
Water at two different levels, Valve devs can't handle this
pK4xsgY.jpg
Stucked here (A, close to blu spawn on left)
QjS56TG.jpg
These things disappearer if I get too close (aka touch them)
xJArFoZ.jpg
vVmNwMe.jpg
Invisible wall
Cg0iLJc.jpg
N9HBcDB.jpg

E: added few
 
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Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
You can have water on 2 different levels with both being visible at the same time (as long as you can't swim between them) and it will work properly as long as it has cubemaps for reflections. When you start going into real-time reflections, then you have to proceed with caution.

Actually, all that blue colored water isn't even fully water. It lacks a bottom material. It's just a refractive texture scrolling along.

Furthermore, some feedback:

The waterfalls around A lack sound.

247CF2FA2EE1F6B267C2E8307267FCA98E067975

2 connecting water brushes that aren't the same size will produce nasty lines on the water.

DEC557D6C05335C230EF0A7E9B263CC9EF5B4925

Z-fighting on the stairs and the water. Also, in the top right corner, same as before: 2 connecting water brushes that aren't the same size.

345B449DDD48E495639E75CE2E64E51C06166E95

Same here.

0DA12C5539A21E3691DFCACF9F179B62CC0D22C6

Funky reflection on resupply sign.
 
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Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Oh yeah I forgot to mention, a true truckload of models have collisions turned on but don't actually have a collision model. The console couldn't be more red if you asked it to be.