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Old 07-21-2009, 06:03 PM  
grazr
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cp_axle is a standard 5 cp push map. Cap all the points in succession to win the round.

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Old 08-23-2011, 05:02 PM   #180
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cp_axle_b6b now out.

change log:

packed custom waterfall texture properly this time.
generic additional detail.
Fixed some bad lighting.

>>>Click here for tits<<<

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Old 08-23-2011, 09:34 PM   #181
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looks like you've got some stuff clipping through EHUEHUEHUEHUEHUEHUE

In all seriousness, looks good. I want to play this sometime soon, as I can't say I've contributed at all to the development of this map.

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Old 08-23-2011, 11:16 PM   #182
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Says the first person to have posted in this thread

Oh, and here are some pics:



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Old 08-24-2011, 04:23 AM   #183
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Going to be playing this over on playstuff, Friday night 7PM UK time.

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Old 10-10-2011, 01:10 AM   #184
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Alright, cp_axle_b7 now available.

Change log:
Assigned associated teams/CP's to observer points. (finally)
Additional observer points inside bases.
Additional minor detail around CP1.
Increased spawn wave time by 1 second on contested last CP.
Made it more difficult to "cycle" mini sentries at spawn exits at CP1.
Addressed "wall walk" imbalance issue on BLU side of mid.
Addressed broken spy-tech soundscapes at CP1, sub-soundscape sounds should be more consistent.
Increased ambience levels around CP1 in both bases.
Minor adjustments to fade distances.
Added preview images to intro-chalkboard.
Probably some other stuff i forgot.

>>>Click for pie.<<<

The intention is that this will be the last beta and the following update will be RC and hopefully include a custom skybox and a custom finalé based prop.

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Old 10-10-2011, 01:37 AM   #185
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You have no idea how pleased i am to see that crane prop bing used in a logically consistent manner.

Anyway, if the next version is RC i'll run through this and bugcheck this evening.

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Old 10-16-2011, 09:56 AM   #186
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http://steamcommunity.com/profiles/7...567?tab=public

I dont like the use of these very rugh wood supports embedded in much neater wood, i think a frame would be neater and fit more.

http://steamcommunity.com/profiles/7...233?tab=public

Wood embedded in solid rock- apparently i'm the only person who dislikes this. This is the single most common thing i see, above "Cranes that have nowhere to lift to"

http://steamcommunity.com/profiles/7...572?tab=public

So what is this building? Is it...

http://steamcommunity.com/profiles/7...292?tab=public

A distillery?

http://steamcommunity.com/profiles/7...050?tab=public

A garage/repair building?

http://steamcommunity.com/profiles/7...383?tab=public

A mine? It's moving SOMETHING with those carts and that conveyor.

http://steamcommunity.com/profiles/7...052?tab=public

Odd shadows on last conveyor.

http://steamcommunity.com/profiles/7...562?tab=public

Oddly dark texture on this rock.

http://steamcommunity.com/profiles/7...158?tab=public

This rock is lit from outside, so sticks out like a sore thumb inside. It's also embedded in the wood, but again, i'm the only person who cares about that.

http://steamcommunity.com/profiles/7...783?tab=public

Really repeated texture.

http://steamcommunity.com/profiles/7...361?tab=public

Grass growing through wood, though thats more excusable than most- in some maps it grows through concrete.

http://steamcommunity.com/profiles/7...243?tab=public

The jagged edges of the tiles here seem really off- considering how neat they are on the other side, by the rock wall.

http://steamcommunity.com/profiles/7...745?tab=public
http://steamcommunity.com/profiles/7...466?tab=public
Some glass more reflective than others. Same issue in red base, actually.

http://steamcommunity.com/profiles/7...567?tab=public
No way into the bottom floor of this overlooking area.

http://steamcommunity.com/profiles/7...229?tab=public

The industrial brick texture here doesnt feel right to me- to go from spytech back to industrial in the middle of the base doesn't fit.

http://steamcommunity.com/profiles/7...980?tab=public

Butt-Ugly shadow.

http://steamcommunity.com/profiles/7...186?tab=public

These light props render before the grating. Also, i think they could use some wires going to them.

http://steamcommunity.com/profiles/7...776?tab=public
Seam. There's a fair few dodgy-looking seams around- i can provide more shots if its something you can fix, but i presume you would've if you could've.

http://steamcommunity.com/profiles/7...636?tab=public
http://steamcommunity.com/profiles/7...040?tab=public

Red props in blu base.

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Old 10-16-2011, 12:17 PM   #187
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1) It mostly looks bad here because because you appear to be running on a really low graphics settings. I'm not really bothered about this aesthetic as it's not uncommon in other maps.

2) Will fix!

3) Many TF2 buildings follow a relatively generic appearence and appear multi-purpose in terms of storage. Tires and barrels are common place and easily disgarded into back rooms. As for the overlay, i interpreted it as a simple advertisement more than a label. relavent signs usually go on the front of a building.

4) Will fix!

5) Unfortunately you cannot assign shadow groups to displacements, this is an issue at 3 locations around the map and practically impossible to resolve, even with additional direct lighting. I'll see if i can get a light underneath the floor displacement to even out the shadow as it appears to be related to the % of the displacement covered by other geometry.

6) The map isn't lit with proper lighting as it's beta. I'll be sure to utilise the proper lighting settings for RC which will hopefully resolve this issue.

7) You're the first person to point this out in the 2 years the wall has looked like this. It's not really that noticable during actual gameplay but i'll try some alternatives.

8) A minor aesthetic issue that is common place. I'll try using a non-detail version of the texture here and see if it looks better.

9) The reference material for the CP1 area i used were areas of the final scene from Terminator 3, inside the nuclear bunker. The same was apparent there, but I suppose i could frame the other side of the path, against the cliff wall. But again, during actual gameplay this is a non-issue.

10) Hm, that's odd, this wasn't an issue before, i'll address this.

11) Suspension of disbelief will hopefully cover this background disreptancy, there's no reason why those panels cannot be accessed from behind and for there to be any need to access the front area.

12) This isn't industrial, it's a part of the spawn room washroom theme.

13) Rofl, this has been a pain in the arse since alpha. I'll address this properly next time.

14) I believe this is a graphics setting issue, this is not a problem for me and as far as i'm aware no one else has documented this in the past 3 beta's which included this greating.

15) see "5"

16) Those aren't RED props. They just have red bits on them. Plus they have no alternative skins. They're just oil canistors.

Thanks for going through, i guess some of these issues really should be resolved in RC since some have been there for multiple beta versions but not worth the time to address until now.

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Old 05-11-2012, 05:44 AM   #188
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To stop me continueing to work on my payload contest entry and confusing everyone with new versions during judging i think i'll bring this map to RC1 in the mean time. If anyone fances testing it if they're a map short on an impromptu, feel free. The gameplay is mostly solid, but i'm looking to improve "flow" at the middle as that's what seems to be what throws people off and dislike the map and i can feel it myself too. So i'm mostly looking for suggestions in this area.

In the mean time i'll be working on fixing odd lighting bugs and a few tele griefing spots around the map, courtesy of Bloodhound's exploit search.

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Old 05-11-2012, 08:04 AM   #189
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Always liked this map. I'll suggest putting RC1 in rotation over at playstuff once it's out. :B

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