So I was messing around again with routes on cp_crater, and was thinking of doing a test run with a 3CP configuration. Has anyone ever played a map that did this, or have an opinion on it?
Way I see it's basically KOTH with a sudden death component which might work, but I'm not sure. I'm generally a fan of normal 5CP because you get an extra buffer to mount a defense before the last point unlocks, but KOTH is a fun mode too.
More layout changes for crater, I've opened it up quite a bit and I think it might be a neat change:
The new routes along the edge are 128 units below the main fighting area, so it's a rather long route for classes that can't explosive jump.
It's kind of a mess right now, lots of bad textures, still a bunch of the old upward textures, and a ton of clip brushes are all kinds of messed up. But I've done stopwatch runs around the map and none of the new routes are faster than old ones, the biggest problem is probably going to be that there's too many flank routes. But I think if people get used to checking their back constantly there's an opportunity for some fun new gameplay in there.
I forgot to turn on the SDK, which isn't necessary to run Hammer anymore, but I do it to keep track of my mapping time.
I was wondering why you still ran the SDK, I guess I should have just known it's because you're a huge nerd and not because of some weird technical reason.
I'm thinking that if you decide you don't like that cave there, there's good supporting structures in that area that you could make it a building, maybe even with a window out into the skybox.
I'm thinking that if you decide you don't like that cave there, there's good supporting structures in that area that you could make it a building, maybe even with a window out into the skybox.
I've thought about doing something like that, but all my nifty support stuff inside would have to go! And you know how much I hate losing detailing time! :rotate:
Trying to break up some of the flat plane cut out of the buildings surrounding mid now:
I've thought about doing something like that, but all my nifty support stuff inside would have to go! And you know how much I hate losing detailing time! :rotate:
I thought everything in there was just props and a couple displacements?
Maybe you could leave the cave on red side, and since blu gets more of an industry theme they get some sort of corrugated metal shack. Or leave it like it is, it still looks fine, but if you want to do EVEN MORE DETAILING the option is definitely there and would fit well.
What's this word you are using? It feels like you are stopping without saying it all the way. Are you trying to say this isn't a spaghetti?
On a lonely planet spinning its way to damnation, amid the fear and despair of a broken human race, who is left to fight for all that is good and pure and gets you smashed for under a fiver?
Yes, the it's the surprising adventures of me, Sir Digby Chicken Caesar.
I would be so happy if the winner for "Drama" this year was a dialogue between two animators discussing the difficulty of creating drama in a cartoon world.
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Fixed a case where move speeds could be exploited using player view angles
Fixed an exploit related to Bonk! Atomic Punch and Crit-a-Cola
Fixed cosmetic items not using the correct team skins when attached to ragdolls
Fixed a bug related to cancelling the Eureka Effect taunt and teleporting immediately
Fixed baseballs causing teleporter exits to detonate
Updated The Five-Month Shadow to fix a paint-related problem
Updated The Merc's Mohawk so it can be equipped by all classes
Updated the equip_region for the Exquisite Rack
Updated beta map pl_cactuscanyon
Redesigned the alternate window route over the choke point by stage 2 capture point 1
Window overlooking second stage final capture point is now a doorway
Removed stairs leading to back barn in stage 2 near final capture point
Back alley behind water tank in stage 2 is now a 1-way drop down
Added small health pack in the small room off the back stairwell flank near stage 1 capture point 2
Fixed players building in spawn rooms
Updated beta map rd_asteroid
Mode changes
Players must steal at least 25 points before they can leave the vault with the reactor core
Updated power core pick up sound
Updated robot death effects and sounds
Updated HUD layout
Map changes
Layout has been adjusted with the overall goal of increasing players ability to participate in creating points for their team
Added terrain path and cave entrance under mid bridge. Exit is located near the large row of windows. Cave contains a medium health pack
Widened play space near cave exit leading into large row of windows
Added small ammo pack to underwater flank that leads to enemy reactor vault
Added small health kit to staging area before the interior battlements
Reduced ammo pack near vault from full to medium
Added alcove near front door staging area
Robots have been rearranged
A robots now circle the staircase near the front door
B robots now roam the interior bridge above the water
Enabled flashing lights when a team's power reactor has been stolen
Fixed broken stair collision when exiting the water near the bridge. In some cases it would push players back into the water.
Added player blocker to ledge above exterior battlements
Widened glass tunnel flank doorway near C robots
Increased attackers spawn time by 1 second
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
My routine is something like "tinker in hammer/blender/gimp for an hour, run out of inspiration, compile map, fight bots for 15 minutes until something annoys me, go fix it." I commonly do zero work for 2-3 days and wait for a new idea to hit.
If you ever want to test lines of sight on a map, start a match against expert sniper bots. They are the sneakiest bullshit motherfuckers when it comes to finding minuscule holes through which to blow off your head.
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
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Pretty sure we played on a manor prop hunt before, around the time of Safety First.
For the fire axe
Way I see it's basically KOTH with a sudden death component which might work, but I'm not sure. I'm generally a fan of normal 5CP because you get an extra buffer to mount a defense before the last point unlocks, but KOTH is a fun mode too.
Still worth a test, though.
The new routes along the edge are 128 units below the main fighting area, so it's a rather long route for classes that can't explosive jump.
It's kind of a mess right now, lots of bad textures, still a bunch of the old upward textures, and a ton of clip brushes are all kinds of messed up. But I've done stopwatch runs around the map and none of the new routes are faster than old ones, the biggest problem is probably going to be that there's too many flank routes. But I think if people get used to checking their back constantly there's an opportunity for some fun new gameplay in there.
Another picture that intrigues me. I almost want to make something still shot like these in SFM.
I meant it.
http://imgur.com/a/YxcSu
The money shot:
Yep, Hammer's an old fucking program.
(technically it might actually be worldcraft at that point, but it would become Hammer by the time Source is released)
I forgot to turn on the SDK, which isn't necessary to run Hammer anymore, but I do it to keep track of my mapping time.
What can I say? I worry.
I'm thinking that if you decide you don't like that cave there, there's good supporting structures in that area that you could make it a building, maybe even with a window out into the skybox.
Obviously they need to add a set of cards to the SDK.
With the "Carve Tool" being the rarest.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I've thought about doing something like that, but all my nifty support stuff inside would have to go! And you know how much I hate losing detailing time! :rotate:
Trying to break up some of the flat plane cut out of the buildings surrounding mid now:
I thought everything in there was just props and a couple displacements?
Maybe you could leave the cave on red side, and since blu gets more of an industry theme they get some sort of corrugated metal shack. Or leave it like it is, it still looks fine, but if you want to do EVEN MORE DETAILING the option is definitely there and would fit well.
On a lonely planet spinning its way to damnation, amid the fear and despair of a broken human race, who is left to fight for all that is good and pure and gets you smashed for under a fiver?
SFM just apparently got updated with a new Portal content pack for it as well, so Portal videos are fair game too.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
July 24, 2014 - TF2 Team
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Fixed a case where move speeds could be exploited using player view angles
Fixed an exploit related to Bonk! Atomic Punch and Crit-a-Cola
Fixed cosmetic items not using the correct team skins when attached to ragdolls
Fixed a bug related to cancelling the Eureka Effect taunt and teleporting immediately
Fixed baseballs causing teleporter exits to detonate
Updated The Five-Month Shadow to fix a paint-related problem
Updated The Merc's Mohawk so it can be equipped by all classes
Updated the equip_region for the Exquisite Rack
Updated beta map pl_cactuscanyon
Redesigned the alternate window route over the choke point by stage 2 capture point 1
Window overlooking second stage final capture point is now a doorway
Removed stairs leading to back barn in stage 2 near final capture point
Back alley behind water tank in stage 2 is now a 1-way drop down
Added small health pack in the small room off the back stairwell flank near stage 1 capture point 2
Fixed players building in spawn rooms
Updated beta map rd_asteroid
Mode changes
Players must steal at least 25 points before they can leave the vault with the reactor core
Updated power core pick up sound
Updated robot death effects and sounds
Updated HUD layout
Map changes
Layout has been adjusted with the overall goal of increasing players ability to participate in creating points for their team
Added terrain path and cave entrance under mid bridge. Exit is located near the large row of windows. Cave contains a medium health pack
Widened play space near cave exit leading into large row of windows
Added small ammo pack to underwater flank that leads to enemy reactor vault
Added small health kit to staging area before the interior battlements
Reduced ammo pack near vault from full to medium
Added alcove near front door staging area
Robots have been rearranged
A robots now circle the staircase near the front door
B robots now roam the interior bridge above the water
Enabled flashing lights when a team's power reactor has been stolen
Fixed broken stair collision when exiting the water near the bridge. In some cases it would push players back into the water.
Added player blocker to ledge above exterior battlements
Widened glass tunnel flank doorway near C robots
Increased attackers spawn time by 1 second
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Just got this last week. Fuuuuck yeeeaaaah.
Gotta rock my mohawk as much as possible now.
Progress on Glassworks_b5 so far:
I don't notice it in game so it might be fine, but the dirt in that last screenshot seems super bright. Maybe tone down the sun just a tiny bit?
Not looking forward to it.
Steam | Twitter
Also this is hard as hell to do without a team of people. When I get tired of working on the map and I stop, no progress is being made. It's bullshit.
If you ever want to test lines of sight on a map, start a match against expert sniper bots. They are the sneakiest bullshit motherfuckers when it comes to finding minuscule holes through which to blow off your head.
Also I was half asleep at the beginning of it.