CP Vanguard rc1

The koth version of Vanguard

  1. Pocket

    aa Pocket func_croc

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    So the sky is all just plain bright yellow? Is that the Harvest sky, or something?
     
  2. Egan

    aa Egan

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    It looks like the granary sky because there aren't any noticeable clouds in it.

    I like the way it looks from the pictures at least. Blade posted an image of a king edit he made by turning the sky this sort of smoggy-colour and it had essentially the same result: it looks good.
     
  3. RubbishyUser

    RubbishyUser L7: Fancy Member

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    Now I haven't played it myself, but from the screenshots and Melvin's video I think something is really off with the planks on mid. They look extremely flat - almost decals - and the colour does not really go with the surrounding concrete. Is it just me who thought that?

    Also, from the screens it also looks like 2nd has too much of the same wood texture that's on the point. Again, maybe it looks fine in game but that's just something that's bugging me from the pics.
     
    Last edited: Jan 11, 2014
  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    I don't think I explained myself well enough with the feedback, so here is a post.

    The spec cams for the second points are in the exact same relative location, and the are sequential in viewing order when spectating. If you hold both CPs, it is a really weird transition to jump between viewing an area that looks exactly the same but with different colors and lighting.
    The fixes are to either clone one and delete the old one, thereby hopefully re-ordering them (so it would go players>2>3>4>players, instead of players>2>4>3>players), or just move one of them ~200 units so the viewpoint isn't identical.
     
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  5. biskuu

    biskuu L2: Junior Member

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    From the perspective of a 6s player, these are my comments on this map.
    The last point looks awesome, the only downside is that it looks really easy for the attacking team to flood the point with players as it is really easy for somebody to get in the last point area very fast without giving the defending team enough to time to pick him off (forcing/droping the defending medic also looks to be easy as a result of that). By running through the map, I notice that a team that wins the midfight is going to easily roll the opposing team on last point because even if the defending team lost only 2-3 players on Mid, they don't have enough time to grab proper positions (this might not be the case as I haven't seen any actual 6v6 matches played on this). I believe the midfights will be awesome, really liking the ramps on the sides. Also, the brushwork on last is great!
     
  6. fubarFX

    aa fubarFX The "raw" in "nodraw"

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  7. Zed

    aa Zed Not the one from League.

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  8. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    I'd really like if you can double check the texture, everything seems fine on my end, both on the workshop and tf2m dl.

    ...and yeah, I'm an aggressive nodrawer
     
  9. Zed

    aa Zed Not the one from League.

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    Yep, looks like the missing texture was just a loading issue then.
     
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  10. fubarFX

    aa fubarFX The "raw" in "nodraw"

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  11. Zed

    aa Zed Not the one from League.

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    Did you add clipping for the stairs you added on the right side side of last?
     
  12. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    damnit, I should never trust model collisions
     
  13. fubarFX

    aa fubarFX The "raw" in "nodraw"

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  14. Crash

    aa Crash func_nerd

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    Glad they got ahold of you about the capture points.

    Good luck with your UGC week!
     
  15. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    yeah that was a dumb mistake, gave me the chance to sneak in some minor changes tho, so it's all good
     
  16. Zed

    aa Zed Not the one from League.

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    Did you fix the stairs at last missing clipping?
     
  17. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    that's for rc4, I literally had to update the map at 3 am after coming back from a weekend long lan of not sleeping where I was part of the organizers. To add to that, my windows install got sour and I had to reinstall on last friday. my mapping pipeline was not even ready for me to get any work done. never want to update a map in those conditions again.
     
  18. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    -new structure on mid
    -new vent route on last
    -redesigned scaffolding exit on last lobby
    -spam protection added to last lobby
    -receded final spawn
    -larger final capture zone

    Read the rest of this update entry...
     
  19. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    Last edited: Nov 28, 2015
  20. leprecan

    leprecan L2: Junior Member

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    I've been told that the BLU spawn at mid has a buggy door that won't open properly. This was on rc3b I believe.