I'll get around to checking out these once I get a day off from work. The new japanese garden map, well done on that, as well as the mountain. I'll fix up my list on thursdayish. The drop down stuck glitch was recent, unless there was an update the past month it is still there. I'll deliver screenies of these, again on said day off
Hai.. just to point out for whoever works on it so to make it easier. On dropdown it's not the vines, it's the fence that's sticking out from the ground as a displacement, [mapper talk] destroy the fence displacement and it'll be fine, can remake it after that if you're interested in it still being broken up. Sorry for sticking my head in where it might not supposed to be. Good luck
Stick your head in more, you help the mappers out in question with the remarks, nothing wrong with that.
Great job on North mountain and the updated Japanese theme map. So I did a check and going to refresh the list in the first post. As far as my knowledge goes map wise, the remaining issues are as follows as well as suggestions. arena_kolob Wide open map, extreme distance between the spawns and great base camp opportunities. Additionally optimization issues that burn up the video cards and processors. Possible solution would be adding some trees for extra cover. As for the performance, I'm not good with these things. OR Remove it. vsh_riverwood_v2 Wide open map, moderate cover, bridge at sawmill has a gap under it making it ideal for engineers to build, getting in is difficult for bosses. Engineers building there usually end up being useless and is only good to troll and irritate bosses (I should know, I did it too). Also the spawns need to be covered up so the bosses would have a chance to ambush at round start and not get marked by snipers at the start. Also needs a cap point. vsh_timbertown_lz_b2 The wooden houses in front of the spawns on the first level are accessible through engineer teleporters, making them impossible to reach afterwards. Further details and screenshots provided here: <a class="postlink-local" href="http://www.lethal-zone.eu/forum/tf2/vsh-map-bugs-glitches-errors-thread-t10210-160.html#p175402" onclick="window.open(this.href);return false;">tf2/vsh-map-bugs-glitches-errors-thread-t10210-160.html#p175402</a> vsh_dropdown_b1_fix On the RED side in center area where previous versions engineers built behind the fence, there's some vines in which you can get permanently stuck in. vsh_industrial_v1 New map, not much testing done from what I witnessed. Wide open rocket launch facility, not much cover, boss camping in the center building often as a result. The map could maybe use a teleport location like in Crevice for better ambush tactics.
Sent this through someone but I guess nobody cares or didn't care at the time.. Since it was simple here check it out.. timbertown https://dl.dropboxusercontent.com/u/51990088/maps/vsh_timbertown_lz_b2_fix.bsp.bz2 nothing major to test it's pretty much just fixing the bug mentioned.. possible bugs may have occurred during decompile. Hopefully not though. Test it .. don't put it in rotation. Sorry for the intrusion again. Hope it helps
Time for a minor update. As of the revive update where medics can revive the team, vsh_top_arena_v1 is broken for that mod. The revive beacons fall through the floor and make the mechanic impossible to use, unless they happen to die on top of a solid prop.
Question for one of you mapping gurus: what are the floors on top_arena made of? Brushes or brush entities? I only ask because this sounds like what happens on the Rottenberg map (markers vanish a split second after falling on the wooden barricade)
All big surfaces are just normal solid brushes, not tied to an entity. On the Rottenburg map, where does that happen?
Right at the front. The tanks smash through it (there is an achievement for destroying them before they reach it)
I see, it's something completely different tho. On Rottenburg, the barricade is a prop with collision model, and a clip brush surrounding the shape of it (so it becomes like a solid surface you can stand on as a player). The clip will not prevent other objects like the healing beacons (and probably projectiles like sticky bombs) from falling through the brush. On top_arena, there are just normal solid brushes, so I have no clue why they are giving problems. And this only occures on top_arena, and no other maps?
I would recommend checking the Turret testing map also. The room where you get teleported if you fall off may also have this issue.
I did also notice that you can get out of the map in vsh_island when you play Vagineer. I got hit by the train, raged (to get ubered) and the train pushed me into the tunnel exit and out of the map. I noticed that years ago but I thought it was just a random guy who knew how to glitch. This could be quite dangerous when somebody gets out at the beginning of the round -> Nobody can cap and Vagineer would walk around,to see how the map looks like, instead of suiciding.
Admin salutes you. But yeah, exploit has been in the map for a long time now. It's definitely something that should get fixed, and is quite easy to fix. Fatboy, could you provide the .vmf of the dropdown map? I want to take a look at the vines where players can get stuck. Or if you want to work on a solution, please do so
Not the vines, It's the displacement of the fence. Easy fix: Destroy displacement, Hard fix: Destroy and remake properly. Decompiling breaks everything so if that's the case, ton of work on it then..
Woops, missed this. This kind of is intented. Nemesis made that room consist of non-solid brushes so projectiles pass through them (think sticky trap for hale). So the revive beacon will fall through the floor, but players are able to stand on it. It's either all projectiles that fall through, or non at all. Your (in general) choice. Right, I remember you (or someone else) mention this before now. Thanks for reminding me! I know it breaks areaportals, overlays on multiple faces, and whatnot. Been there before :/
So I remade the the vsh_dropdown fix by fatboy. Correcting some things like overlays not being on all surfaces, some clipping and some other small things. The sky height was also lowered because I felt it was too high, still higher than the original map height. If that's bad, just shout at me and I'll change it to the height fatboy made it. I destroyed the displacement fence, remade it and clipped it (why wasn't it clipped in the first place?), hope that solves the problem. Is there anything else that anyone would like to see on this map?