It must be killing the tf2maps stooges that the most popular map to come out of their site in two years is a joke map. And not just one of them, but two.
Fixed a client crash related to particle effects
Fixed the quickplay menu not remembering the Advanced Options settings after using the Play Beta Maps option
Fixed the Festive Sapper not having a skin for the Blu team
Added a new startup music track from Expiration Date
Updated the Conga taunt to play sounds on the client instead of the server
Updated several materials to fix issues caused by mat_picmip
Updated the localization files
Updated beta map pl_cactuscanyon
Redesign of the first half of stage 2. Blu team now pushes up the first hill
Removed the death pit in the first barn building of stage 1
Ammo increased in stage 2
Fixed Red building in the spawn room of stage 2
Updated beta map rd_asteroid
Mode changes
Power Cores and Reactor Cores now add their point value to a team's score over time
Reduced the rate at which points can be stolen from 15 per second to 10 per second
Robots now heal 5 health per second to nearby friendly players
The HUD has been reworked
Inverted the layout to better represent the layout of the level
Added progress bars to represent each team's score
Potential point gains from stolen reactor cores are now visually represented on the score progress bars
Thief icon now moves across the score board relative to the thief's position in the level
Updated thief icon to represent both the color of the power core stolen and the color of the thief's team
Added new strings to the win panel that explain why the team won
Replaced the current "points being stolen" sound with a new sound
Added better collision hulls to robot models
Reworked robot skins to reduce similarity to the Ubercharged skin
Sentry guns no longer target Ubercharged robots
Map changes
Layout has been adjusted with the overall goal of improving visibility of teammates
Removed spawn teleporter
Reduced map size by removing the front lobby and cave sections
Added terrain paths on the sides of the mid bridge
Increased width of the mid bridge
Removed doors that locked when A and B robots were active
Robots have been rearranged:
A robots now roam the bridge above the water
B robots now roam around the floor in front of the vault
C robots now roam around the upper deck
Added more line of sight blockers to the water room to provide better cover during combat engagements
Reduced travel time for the water flanking route under the interior bridge
Added a drop down to enter the water room from the front door staging area
Increased size of the glass room near C robots to provide flanking cover to use against sentries that are placed at the corner of the upper deck
Increased width of vault corridors
Reworked vent route that leads to the vault, no longer need to crouch jump on exit
Moved left spawn exit forward to reduce effectiveness of spawn camping
Added a resupply cabinet to the right side spawn exit
Re-positioned health and ammo pickup locations
Added ramp collision to stairs
Changed setup time from 60 seconds to 40 seconds
Changed power reactor max return time from 90 seconds to 60 seconds
Fixed gap in the death pit that allowed players to survive
There are some elements I kinda dug from the original map, like the A and B robot doors and robots already gave a huge bonus to the defending team in absorbing shots for actual players
Going to take a while to see if the streamlined version is better
-2Fort style sewer entrances are not engaging, but a hell of a lot better than whatever we have now for mid. Good luck getting past a heavy!
-A is where B was before, and all the robots are behind that line now. One sentry can cover basically everything
-New UI is amazing and great
I liked the dynamic before where if you were hunkered down near the vault you couldn't easily defend A and attackers could pick away at your robots. The teleporter drew your team further forward and allowed a respawn wave to just bypass opponents camped out in the lobby, or flank people attacking you. But it also caused people to completely ignore C as it was being ransacked so it's a mixed bag.
The total rework of the first half of the second stage of Cactus Canyon to make it something other than a twenty-second speedbump for blue is a definite improvement. (And I already miss the death pit at the start of the first stage.)
turtleantGunpla Dadis the best.Registered Userregular
Updated the Conga taunt to play sounds on the client instead of the server
BOOOOOOOOOOOOOO!
+5
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
I just played on steel with 10 players total and two people on blu were sticky demo
it did not end well for red
their pyro was so pissed
0
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turtleantGunpla Dadis the best.Registered Userregular
Really not a fan of the new version of asteroid. It very much comes down to what team can control the middle bridge now.
The vents are also a deathtrap for anyone trying to steal cores now, the other team would have to be monumentally slow on the uptake for you to be able to get out of the vents.
The bots are also close enough together that any decent push is likely to clear all of them out before defenders can respond. Especially if said push has pyro's, as they are by far the best class for taking down the bots.
Don't seem to be any good sniper lanes either. The balconies at mid and the area the type C bots roll around in is about it. Both of those are very easy to flank and very open to demo-spam though. Huntsman is the way to go if you have to play sniper, I think. Even then, sniper is really bad at killing the bots, and isn't even good for doing vault runs like scout and spy.
+1
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turtleantGunpla Dadis the best.Registered Userregular
edited July 2014
Also this sentry spot is absolutely brutal if attackers can get set up there. It covers every lane that the other team can use to leave their base.
The only safe way out is to hug the corner (red arrow).
The only way for spies to get to the sentry is up that tiny staircase (blue arrow), or to go the long way around the balconies by spawn. Those balconies are tiny though and almost guaranteed to be choked with attackers coming out of the engineer's teleporter.
Snipers/soldiers could stand where the green arrow is pointing and take pot shots but that's the main entrance that attackers will be using so good luck having enough time to get it down. The engineer can also put rockets down there with the wrangler. Not a big deal for a soldier, but snipers would be in trouble.
I agree @turtleant . Overall the bases are much easier to navigate, but it's so linear now that everyone bumps into each other at the middle or very front of each base. I'm confused why they removed underground path, as I think the design of that path in the original made the middle actually playable. As it is now, it's like 2fort without the water route. I didn't see any core/intel caps last night on the server I was on, even when one team was dominating another. It's just way too hard to get out of the base because everything is packed into a couple tiny areas.
I think they need to bring back an alternate entrance with some type of object that can be destroyed to temporarily disable the lasers in front of the core. That way, the defense can't defend every objective on the map with a single sentry, and bring back much needed flanking routes.
They'd save themselves a lot of time and effort if they discontinued that map and released plr_dogbread as official.
+2
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turtleantGunpla Dadis the best.Registered Userregular
edited July 2014
Yeah, I feel they overcompensated for people's complaints about the map being too big and hard to navigate. A lot of those complaints could have been fixed by putting up some signs. The new underwater route through the robot room is pretty cool though.
What's important, I think, is that this major of an overhaul to the map came out in just over a week of it's original release. That bodes really well for future updates.
They'd save themselves a lot of time and effort if they discontinued that map and released plr_dogbread as official.
The map is terrible but the game mode has legs. It's really just a question of updating the SDK for the new entities and getting community mappers working on the problem.
Fun fact: I'm moving into the apartment above the office soon so at some point I'll be able to just walk upstairs and sit on my couch and play video games if I'm done.
Like a boss.
Edit: A very irresponsible boss. The collapse of my practice is imminent.
Edit Edit: I can already play video games at my desk, I'm the one that handles computer purchases. My practice is utterly safe. No one worry!
Bear is Driving on
+1
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CorehealerThe ApothecaryThe softer edge of the universe.Registered Userregular
Posts
I'm getting impatient to play this game with you dudes again.
Can I brag about being slightly TF2 "famous?"
Well, I'm going to do that anyway.
I like the guy that wants to play gold rush.
nominate pl_goldrush
https://www.youtube.com/watch?v=0MvyjpiXmbk
https://www.youtube.com/watch?v=oJ1sUOSlJ1s
You asked for it.
https://www.youtube.com/watch?v=Wc0-wSQd-LQ
Uh....
dang.
It took me like a full minute to process that typo.
BRB changing my strange sydney sleepers name to "Squirt Shot".
What typo?
(apparently the jump-to-a-certain-time links don't work, so just click on 4:20)
http://youtu.be/80kbL282FQA
Crash uses a portion of that clip in wubwub.
I did not go completely insane on Pablo.
I respectfully disagree.
http://youtu.be/rmBKLNoAcuU
Also, making a custom theme is fucking hard and I am terrible at it.
they keep saying this.
how fucking many tracks were there in expiration date?
Going to take a while to see if the streamlined version is better
it was a fifteen minute short
-2Fort style sewer entrances are not engaging, but a hell of a lot better than whatever we have now for mid. Good luck getting past a heavy!
-A is where B was before, and all the robots are behind that line now. One sentry can cover basically everything
-New UI is amazing and great
I liked the dynamic before where if you were hunkered down near the vault you couldn't easily defend A and attackers could pick away at your robots. The teleporter drew your team further forward and allowed a respawn wave to just bypass opponents camped out in the lobby, or flank people attacking you. But it also caused people to completely ignore C as it was being ransacked so it's a mixed bag.
BOOOOOOOOOOOOOO!
it did not end well for red
their pyro was so pissed
The vents are also a deathtrap for anyone trying to steal cores now, the other team would have to be monumentally slow on the uptake for you to be able to get out of the vents.
The bots are also close enough together that any decent push is likely to clear all of them out before defenders can respond. Especially if said push has pyro's, as they are by far the best class for taking down the bots.
Don't seem to be any good sniper lanes either. The balconies at mid and the area the type C bots roll around in is about it. Both of those are very easy to flank and very open to demo-spam though. Huntsman is the way to go if you have to play sniper, I think. Even then, sniper is really bad at killing the bots, and isn't even good for doing vault runs like scout and spy.
The only safe way out is to hug the corner (red arrow).
The only way for spies to get to the sentry is up that tiny staircase (blue arrow), or to go the long way around the balconies by spawn. Those balconies are tiny though and almost guaranteed to be choked with attackers coming out of the engineer's teleporter.
Snipers/soldiers could stand where the green arrow is pointing and take pot shots but that's the main entrance that attackers will be using so good luck having enough time to get it down. The engineer can also put rockets down there with the wrangler. Not a big deal for a soldier, but snipers would be in trouble.
I think they need to bring back an alternate entrance with some type of object that can be destroyed to temporarily disable the lasers in front of the core. That way, the defense can't defend every objective on the map with a single sentry, and bring back much needed flanking routes.
What's important, I think, is that this major of an overhaul to the map came out in just over a week of it's original release. That bodes really well for future updates.
The map is terrible but the game mode has legs. It's really just a question of updating the SDK for the new entities and getting community mappers working on the problem.
I'm just killing time at work by contributing nothing to the conversation until I finish my last appointment and can go home.
Like a boss.
Edit: A very irresponsible boss. The collapse of my practice is imminent.
Edit Edit: I can already play video games at my desk, I'm the one that handles computer purchases. My practice is utterly safe. No one worry!
Yes. And bring plenty of urine.
Yeah, I would like to play it more than once every 6 months. Trying to score kill streak kits/ Australiam weapons