Tf2 update

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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7,674
.................................................................... I used to leave the server when granary was on if scout rushing happened. I think they are retards.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
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Oh finally they fixed granary, thank goodness for that. The setup gates really screwed over that first point. (full team scout rush aside since thats just people being dicks) it was a really good right, two or three scouts dueling over the point before the heavier firepower gets there, really showed wich team was better.
I enjoyed it, dunno why they ever added the gates tbh.
 

Ida

deer
aa
Jan 6, 2008
2,289
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So the default sky in Arena_Well hasn't been fixed? All I can say is lol.

I hope the Badwater fixes include RED's shortcut door trapping people, the ability for BLU to walk in the air over to the building with the spiral staircase, not to mention those extremely annoying doorways and their lack of clipping.
 

Jazz

L5: Dapper Member
Mar 9, 2008
240
23
I hope the Badwater fixes include RED's shortcut door trapping people, the ability for BLU to walk in the air over to the building with the spiral staircase, not to mention those extremely annoying doorways and their lack of clipping.

Nope, the fixes are mainly glitches like building in spawn and stuff like that. They also added a TON of pipes everywhere and did a bit more detailing.
 

Hawk

L7: Fancy Member
Dec 3, 2007
419
213
Gosh, I'm actually really curious about what they've done with Dustbowl. That's my favorite map. I kind of want to go check it out right now.

If I were to chose a most-wanted fix for Badwater Basin, it would be the clipping problems around the doorways. I would always get stuck walking through a few perfectly-open doorways and it sometimes spooks me, making me think I bumped into a cloaked spy.
 

Hawk

L7: Fancy Member
Dec 3, 2007
419
213
Okay, I went in and explored a few of the changed maps. Dustbowl's changes must have been very minor, because I couldn't actually see any differences when I was flying around... except for a sign they added as decoration in the stairs to the sewers.

Badwater definitely got some attention. Like Jazz said, there was a lot of decoration added and you can no longer build inside Blue's first spawn point. One of the rooms received a LOT of decoration, making it look much nicer... though it made parts of the room very shadowy and easy to hide in.

My favorite change is that Badwater now has a really cool explosion, just like Goldrush.

the ability for BLU to walk in the air over to the building with the spiral staircase, not to mention those extremely annoying doorways and their lack of clipping.

These are fixed! Thankfully you can slip in and out of doorways like a breeze now. I still get caught as I go up the spiral stairs near Red's spawn, though. I'll kind of miss being able to get into the spiral staircase building as a Blue player, though. But I won't miss having spies sneak through it while I'm an engineer on Red.
 

Cat™

L1: Registered
Oct 16, 2008
27
5
Damn, they fixed the clipping to the top of the spiral staircase :( There was nothing cooler than getting a heavy over there and just clearing up from the rear.
 

Ida

deer
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Jan 6, 2008
2,289
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These are fixed! Thankfully you can slip in and out of doorways like a breeze now. I still get caught as I go up the spiral stairs near Red's spawn, though. I'll kind of miss being able to get into the spiral staircase building as a Blue player, though. But I won't miss having spies sneak through it while I'm an engineer on Red.

Magnificent! Marvellous! etc! That alone makes me like Badwater a lot more. With the talk of added detail too, I've just got to go play it again now.
 

Nineaxis

Quack Doctor
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May 19, 2008
1,767
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They did some bad playerclipping on some of the pipes outside the B building, and didn't clip the ones on later buildings (I'm talking the thick ones that curve over onto the roof).

I'm not fond of the huge, oddly angled pipes that are taking over the map, one which stops at an 8-unit thick wall. Some of the new detail is nice, the asplode kills my FPS though :( The trigger_hurt for the asplode is pretty small too (but at least there is one now)
 

Inqwel

L6: Sharp Member
Jun 2, 2008
308
59
They also fixed the glitch (if it wasn't mentioned) for the engineer to build inside blu's base.
 

Ida

deer
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Jan 6, 2008
2,289
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They did some bad playerclipping on some of the pipes outside the B building, and didn't clip the ones on later buildings (I'm talking the thick ones that curve over onto the roof).

I'm not fond of the huge, oddly angled pipes that are taking over the map, one which stops at an 8-unit thick wall. Some of the new detail is nice, the asplode kills my FPS though :( The trigger_hurt for the asplode is pretty small too (but at least there is one now)

Yeah, there are quite a lot of pipes now. They're everywhere, crawling up and down every second wall. But it is better than a completely blank wall, in my opinion.

I've taken a look, and I like the improvements on the decoration (apart from the pipes, of course). I still couldn't be convinced that the gameplay is any good, though. :p
 
Feb 14, 2008
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And they also added 2 (4 in total) new health packs to granary. By the ramps, and in the window room facing the final point.

Geez, Valve, you give us an update, and what do we get?!?!? BAD PATCH NOTES!
 

Sarah

L1: Registered
Aug 6, 2008
42
0
They fixed the rock problem outside the blue spawn to the left on badwater !!!! I am eternally grateful for this tiny little fix ! Sad but true :)

Did anyone else notice on the first stage dustbowl in the hut on the right side the sign is over bright ? I'm not sure if my tf2 at the time or it's gone wrong in there since the update.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
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No, but i did see someone put an SG up there recently which completely threw off the attackers because no one builds up there anymore, since an uber wipes it out completely normally, that was funny as hell..

Felt sad for blu though because the other engi's moved up and they really couldn't even look around the exit of spawn let alone leave it.
 

Icarus

aa
Sep 10, 2008
2,245
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Wow, they completely changed the side-room overlooking the last point.

I didn't really notice much else.
 

shpladoink

L3: Member
Dec 19, 2007
108
6
.................................................................... I used to go pyro when granary was on if scout rushing happened.

Wait, that isn't a problem.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
.................................................................... I used to go pyro when granary was on if scout rushing happened.

Wait, that isn't a problem.
My point is it simply degrades the gameplay and makes everything less fun. If you are playing a heavier class, half the people playing are dead by the time you reach the point. Scouts kill each other very easily, and you usually won't end up with significantly more scouts than the other team after the fight. Even if more of your scouts survive, or the other team simply doesn't have them, it is nigh useless.
 
Feb 14, 2008
1,051
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I may point out that this is essentially the same with Fastlane and Badlands as well. The whole point of the scout is that it is a fast class and gets there first, that's one of it's skills, having maps that take away that ability (with setup gates) kind of nerfs the scout as a class.

Furthermore, in league play, you'll find that most classes reach the centre only slighlty behind the scout (excluding heavies), and rocket and sticky jumping there, in co-ordination with your medic is a skill in itself.

Sure teams can scout rush, but usually both teams scout rush, kind of cancelling each other out, whilst the rest of the classes arrive to finish off the battle.

Finally, Granary is hard to descibe as a map favoured to scouts otherwise, usually they have little position beyond frustrating the other team and capping the middle.