Tons of changes on this version. Oh hey, an actual changelog:
Hey You changes:
-moved stairs in overlook by A
-removed stairs by building by ridge, opened up building
-updated various details
-added small cubby room on downstairs passage from A to B
-updated various overlays
-changed various textures
-made small changes to the skybox
-fixed various props disappearing
-further optimization
-extended blue attack ledge facing A
-moved/changed various props
-updated ledge behind B
-updated detailing to ledge facing B used by Blue attackers
-replaced props by ledge by cellar door ramp
Xzzy changes:
-Increased over-all ambient lighting.
-Tweaked a ton lighting, brightened up some areas, added some spotlights to key areas.
-Went through and deleted/ changed a large amount of props to help optimization.
-Added "skybox windows" ala Viaduct to clean up look of map.
-Optimized hint brushes.
-Cleaned up areaportals/ added a bunch of areaportalwindows.
-Tweaked some clipping.
Crash Changes:
-Added large detail area and cubby in building by ridge to open it up more.
-Added an easter egg.
-Added ramp coming down from ridge building dropdown to reduce chance of fall damage.
-Fixed rockets and projectiles going through the floor on the final point, also smoothed the floor out more there.
-Optimization tweaks
-Tons of brush optimization all over the map.
-Cleaned up some more clipping issues. (Including 2 game breakers no one noticed, heh)
-Added a nobuild to the tracks in the death pit. Before, you could get engineer buildings down there if you timed it right as you fell.
-Removed the clipping that made the edge of the death pit and the balcony area divided. (this is a fun change)
-Tons of prop fades.
-Cleaned up jagged detail bricks at final point area.
-Added "signature" poster.
-Improved the flow of the tire jump on the left side of the B cap tower.
-Added custom safe-door model.
-Detailed overhang towards B alongside Hey You
Let us know what you think, we worked really really hard updating to this version. Probably one of the biggest jumps we've made in awhile.
(Fun fact: Internally we change the previous version by adding a letter every time we pass it to one-another. We made it up to stoneyridge_b7o since the last release)
Don't forget to download this and skip the download lines.
Hoping to Honc tonight and a lot this weekend and test out all the changes.
I have negative opinions of the openings to the balcony across from B. They are too difficult to get into from the balcony side. I believe Crash said something to this effect this afternoon but I wanted to ditto.
I did not notice any other changes that offended me so greatly. Indeed, many of them were quite good. A few things need better clipping though.
Yeah, I can see why making it harder to retreat could be a balance decision, but it is pretty annoying to try and backpedal and get stuck.
Other than that though I think the changes to that room are pretty great. It gives blue a decent forward staging area, but not one that red is unable to attack.
Actually my issue did largely stem from trying to get in there as red scout. It is difficult exactly where you need to be standing to slip through because the opening is so small so it results in a lot of jumping and experimenting with strafing while running against the wall.
I do like that it's not completely wide open because it does turn into an OK staging area now that the old closet has holes in the floor, but I wonder if the openings could be slightly wider. Otherwise, even if there isn't a nest in that room, people will be reluctant to attack blue through there simply because it's such a pain to move through. They end up fighting the wall more than the other team, is what I mean.
Actually my issue did largely stem from trying to get in there as red scout. It is difficult exactly where you need to be standing to slip through because the opening is so small so it results in a lot of jumping and experimenting with strafing while running against the wall.
I do like that it's not completely wide open because it does turn into an OK staging area now that the old closet has holes in the floor, but I wonder if the openings could be slightly wider. Otherwise, even if there isn't a nest in that room, people will be reluctant to attack blue through there simply because it's such a pain to move through. They end up fighting the wall more than the other team, is what I mean.
I'm with you on the hole facing B, however, we plan to keep this version running for a month. During the month, we'll keeping a close eye on this wall and all the comments we hear.
My first reaction is to scale it back some and open up the wall, but also keep the wall with a slight lip on the ground. The lip wouldn't requiring jumping from either side, but, hopefully it would help reduce nade and sticky spam from rolling in the room.
We are aiming for a new release of the map at the end of each month to give enough time for long term testing, and watching over issues like the this restructured hole facing b. Let us know how you feel about it after a week or two of testing.
Thanks Bear.
Edit: Also, I was going to see if we could get B8 up on Honc in heavy rotation. I want to try to put it through the stress test (maybe even highlander testing) - if everyone is up for helping us test. Please let us know what you like, what you think could improve. Really try to break the map - take pictures of problems. Thanks.
I forget the name, it's that snow theme payload map with the metal platform over a cliff. The one where offense has the worst spawn room ever built.
Also, equalizer crits are the best thing ever. Dudes crumple under the weight of soldier rage. I just solo capped the second stage on thundermountain with 5 hp and the pubbies didn't have an answer. :ar!
Hoodoo gets more grindy and chokepointey the deeper into the map you get. It's a complete shitfest for everyone involved because the clock decides almost every match.
Last I heard the guy who made it doesn't even like it.
so I finally tried to do a replay with some cinematic style to it. any feedback would be appreciated, the replay editor is really hard to use.
*video*
Looked good, Although it was a bit long. My only suggestion is that the whole thing should be shot in super slow motion. Actually, ALL videos should be in super slow motion.
We updated stoneyridge to B9. Download below, avoid the downloadlines:
Map should be up on Honc soon. Let us know your thoughts.
Version B9 Changelog -
-Major lighting overhaul to the first section in front of Blu's first spawn
-Tweaked lighting throughout map
-Fixed various clipping issues
-Added opening screen pictures
-Lowered height of the trigger box on A
-Further optimization
-Fixed cubemap issue due to the addition of HDR lighting
-Changed the design of the top platform area facing B
-Tweaked/changed various overlays
-Fixed various errors
-Changed windows of the tunnel bridge going from Blu's spawn to A
-Adjusted various props
Posts
Don't forget to download this and skip the download lines.
Hoping to Honc tonight and a lot this weekend and test out all the changes.
Come join us and check out the new version.
I did not notice any other changes that offended me so greatly. Indeed, many of them were quite good. A few things need better clipping though.
Other than that though I think the changes to that room are pretty great. It gives blue a decent forward staging area, but not one that red is unable to attack.
I do like that it's not completely wide open because it does turn into an OK staging area now that the old closet has holes in the floor, but I wonder if the openings could be slightly wider. Otherwise, even if there isn't a nest in that room, people will be reluctant to attack blue through there simply because it's such a pain to move through. They end up fighting the wall more than the other team, is what I mean.
I'm with you on the hole facing B, however, we plan to keep this version running for a month. During the month, we'll keeping a close eye on this wall and all the comments we hear.
My first reaction is to scale it back some and open up the wall, but also keep the wall with a slight lip on the ground. The lip wouldn't requiring jumping from either side, but, hopefully it would help reduce nade and sticky spam from rolling in the room.
We are aiming for a new release of the map at the end of each month to give enough time for long term testing, and watching over issues like the this restructured hole facing b. Let us know how you feel about it after a week or two of testing.
Thanks Bear.
Edit: Also, I was going to see if we could get B8 up on Honc in heavy rotation. I want to try to put it through the stress test (maybe even highlander testing) - if everyone is up for helping us test. Please let us know what you like, what you think could improve. Really try to break the map - take pictures of problems. Thanks.
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
http://www.youtube.com/watch?v=sNlcmJLDVJ0
Best frag movie.
All the soldier tears, they taste so delicious!
Want axe.
Also, equalizer crits are the best thing ever. Dudes crumple under the weight of soldier rage. I just solo capped the second stage on thundermountain with 5 hp and the pubbies didn't have an answer. :ar!
The worst map ever.
Oh, come on, it's not THAT bad.
Mariokart and Hoodoo exist.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Best parts so far, the teleport on the quarry and the guy's response of "what the hell?".
And the sniper dancing/humping the wall in front of the sentry 'blind' at 7:15.
Hoodoo... I won't defend it, because it does have some serious flaws.
Last I heard the guy who made it doesn't even like it.
http://www.youtube.com/watch?v=F2jCtucvl1s
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Okay, the shots cutting back to the blue team just hanging out were what put that over the edge.
http://www.youtube.com/watch?v=Hh1yws_7Qqs&fmt=22
Path of Exile: snowcrash7
MTG Arena: Snow_Crash#34179
Battle.net: Snowcrash#1873
Looked good, Although it was a bit long. My only suggestion is that the whole thing should be shot in super slow motion. Actually, ALL videos should be in super slow motion.
Map should be up on Honc soon. Let us know your thoughts.
Version B9 Changelog -
-Major lighting overhaul to the first section in front of Blu's first spawn
-Tweaked lighting throughout map
-Fixed various clipping issues
-Added opening screen pictures
-Lowered height of the trigger box on A
-Further optimization
-Fixed cubemap issue due to the addition of HDR lighting
-Changed the design of the top platform area facing B
-Tweaked/changed various overlays
-Fixed various errors
-Changed windows of the tunnel bridge going from Blu's spawn to A
-Adjusted various props
http://www.youtube.com/watch?v=pDw2ywALG6c&hd=1