Ok, new map fixed vsh_farm_feud See first post for changelog. Comming soon: (compiling) vsh_waste_lz_b1 edit of arena_waste_final Also finished vsh_arakawa_b5, I need to compile it too, but it takes more time (compilation + adding custom stuff in file is about 3h) so i'll do it later. Here is what i've changed in arena_waste_final: -Added healthkit, -No team switching, hale will be BLU only, -High spots closed (invisible spot over fence, red side) -Roof of little builds (before BLU/RED container) is open, -Platform over blu spawn is open, -Lethal Zone logo added.
Make sure you have "download custom files" enabled! Options -> multiplayer -> Allow all custom files from the servers Btw, hello to the forums! (I see this is your first post )
Indeed it is, I do notice that I said some Also some of the dropbox links for the maps (arakawa) dont work so I cant play on a few :S
I hope it has been worth the wait, 2 other fixes coming up later. |> vsh_towertop_final_lz <| Edit from the original map: arena_towertop_final Changes: Removed the crashing moon random event Placed Lethal-Zone logos Download http://dl.dropbox.com/u/39889445/TF2 Other/Maps/vsh_towertop_final_lz.bsp |> vsh_ram_shacked_final_lz <| Edit from the original map: vsh_ram_shacked_lz Changes: Fixed an exploitable spot where you could build a dispenser and hale couldn't reach it Download http://dl.dropbox.com/u/39889445/TF2 Other/Maps/vsh_ram_shacked_lz.bsp (you can add this to the OP) EDIT: 1 more fix: |> vsh_runoff_lz <| Edit from the original map: vsh_runoff_b1 Changes: Placed playerclip near the pit so you can't get on the wooden beams under the houses anymore Added Lethal-Zone logos Lowered pit damage Download http://dl.dropbox.com/u/39889445/TF2 Other/Maps/vsh_runoff_lz.bsp
vsh_freight_lz_b2 -logos -medpacks -vents above spawns DL: http://dl.dropbox.com/u/51990088/maps/vsh_freight_b2.zip vsh_pool_lz_b1 -no more jump pads -new staircase -evened out the houses -added cubemaps (and compiled) -optimized a bit -deeper damage waterpools -no edges on top of the houses I think that's it that's noticeable, everything else that I didn't mention or missed you'll see in game. DL:http://dl.dropbox.com/u/51990088/maps/vsh_pool_lz_b1.zip
I've got some complaints about this new version of vsh_pool: When I enter the water (near the place the jump pads were and the water in both houses), I get this view: http://dl.dropbox.com/u/39889445/TF2 Map bugs/In the water.jpg I would also lower the water damage, because its not easy anymore to get out of it, as you made it deeper. I'm not sure what to think of the texture of the brush out of the map. I liked the grass with trees from the original arena_poolday better.
its like an overlay or samting like that like jarte? when sniper trow that at you and your under that you see an bitt yello / orange
both maps are added on the servers, a admin can set the nextmap to try them out and give the green if they can go into rotation or not. btw, all these maps are on the saxton servers, not freak fortress. (i will do a catchup phase at some point)
Here's a few things what I think about this. Spoiler I see you have a custom hud meaning you may have some custom textures that could interfere with the standard ones, all those textures are standard and all are compiled just to be sure. It might help if you verify the files over steam to see if it helps with the water overlay. The water damage is perfect in my opinion. You may think it's too much with scout maybe, but remember scout can jump over the pool easy.. why would he fall in, addition to that is he can double jump out so he's mobile enough. For all other classes I don't see a reason in the start to go in the pool there but if you fall in you wouldn't swim deeper.. I see no logical sense in swimming in poison do you? the original arena_pool had a sky box of nothing literally. Sense of 4 static props, similar to what you see now, but had a lot of random brushes around the main complex of the map, addition with a lot of random static trees. Here's where that would be wrong for this level. I did the skybox as simple as possible because I wanted to save up on some fps since I heard a few people having some occasionally. For the original pool day it was fine considering the map is a lot smaller and that was a perfect open spot for the mapper to be on work for decorations. If this passes as an ok thing with the main complex being clear of fps drops and all that I can add grass and everything you saw in pool day originally very easy (Minus the door to go out and cause mayhem, but it's still b1 remember that. It's a process and Darkness you should know I had a few major random issues that I couldn't explain, and fixing them was even worse which made even less sense.. If all works out then I see no reason on improving visuals around, I was keen on making it better for the main complex for start. Anyways thanks for the upload snelv Kind regards
Can you please fix the downloads for some of the maps on the op :/ The links are invalid on a few (awakawa, medieval) Cheers
If it wasnt a problem I wouldnt be asking Cant download some servers custom maps as in ALL lethal zone maps! downloading of the web is the only way I can play on these maps, some are custom custom and only here so yeah
|> vsh_ravage_lz <| Edit from the original map: arena_ravage_b1 Changes: Placed 4 nobuild areas Moved crates a bit so you can't get stuck anymore behind the containers near both spawns Download http://dl.dropbox.com/u/39889445/TF2 Other/Maps/vsh_ravage_lz.bsp I'm on a editting/fixing spree!