Sel
Banned
- Feb 18, 2009
- 1,239
- 2,570
You have plr_atoll_b1 on there twice.
Because it is the best map in the contest, obviously.
But yeah, thanks for catching that.
You have plr_atoll_b1 on there twice.
Feel disappointed to be eliminated before the main round, but it was to be expected.
It was a fun contest and I wish the final 10 the best of luck.
pl_quagmire
pl_escarpment_rc1
pl_moonlit_b6
pl_curve_b8
pl_gloryhole_b1
pl_stroika_b1
pl_clifftop_b1
pl_clastic_heights
pl_volcanic_a20
(You have 9)
Wolfen, what message do you get, if any, when pl_redhidingwoods crashes your system?Wanted to play Sidetracked before I made a final decision. It was a short, enjoyable payload race map. Any longer and I felt it might have too long.
Also I retried Red Hiding Wood. Hiding Woods still seems to crash my game upon initial loading. I've seen people playing it, is this something on my end or is this something to do with the map? I'd like to give it a fair chance but the crashes keep me from doing so.
[OzG] Roo Bert;262249 said:Wolfen, what message do you get, if any, when pl_redhidingwoods crashes your system?
Also I was wondering, will there be a second preliminary vote to narrow down the votes of those that tie for the 10th place?
Speaking of which, i should probably update the stock rotation to the contest maps. Not sure what people think of this, it's worked out in the past with our feature maps and should give a greater sense of community if that makes any sense to people... that they're constantly running.
Speaking of which, i should probably update the stock rotation to the contest maps. Not sure what people think of this, it's worked out in the past with our feature maps and should give a greater sense of community if that makes any sense to people... that they're constantly running.
we sorted that out last week, been running the rotation ever since
Edit: Ninja'd
pl_mines_a2
+Ambitious concept of branching payload tracks
-Too obviously an early alpha map
-Branching element messes up payload HUD
-Underwater route for cart
Just asking:
What, exactly, is messed up about the HUD?
I know that before setup ends it shows only the start and end, but that was the only way I could insure it wasn't completely FUBAR. Post-setup it should function perfectly.
As for the water, I wanted to make my own water shader, so that it wasn't so much of a blind edge entering and leaving, but I was having so many issues trying to see changes. :\
(I'd get it to change, and it'd be "too much" and I'd try to pull back and the next compile wouldn't look any different. I'd undo ALL CHANGES and it'd still not change)
I know that water routes are kind of taboo, but I thought I'd give it a go anyway.
The HUD before setup was basically the biggest issue.
Water routes are frowned upon not because of blind entry and exit alone. Most TF2 players despise these routes because of the mere fact they even exist. Consider these factors (and others from this thread):
-TF2 players usually look for enemies in front of them. With most water routes, players now have to watch EVERY direction to avoid being ambushed.
-the Pyros' become next to useless not only underwater but in areas near water because players can easily extinguish themselves
-Water also reduces everyone's speed.
-Other weapons cannot be used underwater (e.g. The Huntsman)
Alright.
It's a small area in one portion of the map, also optional (if Red wants to use pyros, they use the longer route). The water is far enough away from that route (as well as the second half of the map) that only a scout would even have a CHANCE at surviving by heading for water.
- sentrys don't work with water very well. have you ever tried building a sentry in the water in the middle of 2fort. try it sometime. sentries don't lock onto players who are on the other side of a water surface.