Perhaps make it a bit easier for hale to jump out of the pit (either improve what he sees when in the pit or with clips).
That whole animation can be removed .. its a very hard map for players though.. maybe make it easier to get up to roofs (like a secret teleport..) would make it more fair ..
A teleport for Hale, or for all players? For the pit, would a teleport at the bottom be a good idea? Or just see if some things can be non solid so Hale can get our more easily?
no i was meaning a way for players to get to the roofs.. now its just everyone stuck in little cramp rooms = hale wins then easy. I hardly see people win there.. and the pit also kills people. So yeah, i would just make them propel/rocket launch them out of there (but still be alive) i dunno, you'll come up with something no?
I think there should be 2 ways to roofs: 1. A longer, but easier way up. Like stairs at the far back of the map. 2. A shorter, but harder way up. Some boxes you have to jump, or something like that, in front of the spawn. Or you can just come up with anything you like, that's just my idea here.
Stairs Yes/no? Other ideas? The map doesn't have much open space to put a more difficult alternative way like you suggested. I think this is the best possible sollution. Also added a light to the pit, making it slighly lighter in there. Did some clipping aswell, hope that makes to easier to get out as Hale, as he will have less spots to jump against and fall down again. The purple blocks are clip brushes. Players will collide with them. (Clipped the little overhaning platforms and the lift itself)
Not sure how the clipping sollution will turn out. The stairs are now on red side too. Entrance to the stairs isn't too close to spawn, so will take players some time to reach the roofs (Hale will probably be able to reach the exit before players). Let's see how it plays out. Doing a final compile. Will have the map ready by tomorrow. I'll let you know something over steam so the map can be tested.
It would appear that a recent TF2 update has broken 'vsh_shell_reservoir_a1' - the server crashes on map change when it is set as the next map. Crashlog reports "Fatal Error: classname missing from entity".
Googled the error, but couldn't find anything. In a week or so I'll have a look at it, if it isn't resolved by then that is. On the topic of vsh_dropdown_lz_b2; has the map been tested yet?
Right, thanks for pointing that out. Will fix that tonight. Did the main changes (way up to the roofs, clipping in the pit, vine spot you could get stuck in) help improve the map? Good/bad? Any other remarks besides the missing textures? Edit: Will have it ready tomorrow evening instead of today. I have to pick every missing texture by hand, so it's possible I've missed a few right now. Going to make sure I have everything included in the next version (_b2a) before I send it to you.
All the clipping issues seem to be fixed and the stairs leading to the roof are awesome Would it be possible to make the ladder above the point (in one of the above pictures) functional, such that walking into it causes you to ascend? Also, it appears I didn't find all of the missing textures: Spoiler I've scoured the map and that should be the lot now
It should be, but the current TF2 ladders that are possible are "weird" as u should know those in Jailbreak. The only other solution would be that the stairs are slightly tilted, but that way you go those up extremly quick (as in one of those Japanese/Chinese VSH map with the wide and open space and the healing fountain.)
Thanks, will try to include all files tonight so expect the version soon™. As Yoshii already pointed, stairs are possible, but only in a kinda akward fashion. See military_medieval and the japanese map. Will include that in the release. Edit; is there another method used in jailbreak maps that I am missing? Yoshii explained as if there was one.
Basically, a Trigger_Push entity pointing upwards with the strength of 1000 (i think) at a ladder prop/brush. If you stand close to the ladder, so that you are inside the trigger, once you jump, the push pushes you upwards to where it stops, "slingshotting" you upwards, can be changed with good measurements etc. Not very advanced ^^
Oh, not really a ladder tho Compiling dropdown_b2a, which includes the ladder (the old fashioned brush steps way), more clipping and probably some other things aswell. I also moved a wooden box.
I found this Spoiler I also noticed the map doesn't have a functional capture point although the prop is there and apparently there's a capture trigger aswell. Will include a working cp in the fixed version. Sorry for double post.