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Swiftwater - Updated 8/23/2011 [Last Update] 



Map Version: Release Candidate 
Type: PL
Released: 05-18-2009 
Last Update: 08-23-2011 
What Is Schwa
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Arrow Swiftwater - Updated 8/23/2011 [Last Update]

Contact [email protected]
Steam Page: http://steamcommunity.com/id/whatisschwa

Current version is pl_swiftwater_final_rc

No known bugs. DX8 works.

Until further notice, there will be NO MORE UPDATES. (hooray!)

I have made all the changes I feel are necessary. There are a few minor areas of polish that will be touched up at my leisure. All that is left to do is fine-tweak balance from community feedback. I feel this is something that can only happen with lots of data and players.

If you are a server operator and have hard stats please link me them here. I'll update the OP with everyone's stats as they come in.

Thanks to everyone for playing and testing this map. I hope you enjoy it as much as I do.




Old 05-18-2009, 09:51 PM   #1
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The 2fort2furious server has had Swift running for some time now. If you can get a hold of FLOOR_MASTER, he can give you lots of info on balance.

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Old 05-18-2009, 10:35 PM   #2
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YES this map is now #1 pl

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Old 05-18-2009, 10:47 PM   #3
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Edit: removed question, just loaded it up and answered it myself it was the "clipping exploit" you mentioned

One thing that has always bugged me about swift, is in the first area not being able to demo or rocket jump over the trees, it looks jumpable, is in the middle of the playable area, but acts like a giant pilliar of nofly zone that seems wierd to me :/

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Last edited by Artesia; 05-18-2009 at 10:57 PM. Reason: answered question myself
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Old 05-18-2009, 11:14 PM   #4
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Artesia, that has been sorta changed.

Now there are only the two little areas above the trees in Cp1 that are clipped to the top. The problem is that no matter what the shape the clips for the trees are a soldier/demo will still be able to stand on the teensiest place. I think players standing on trees would look really weird and wouldn't be good for gameplay.

In this version are the clips still a problem?
 
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Old 05-18-2009, 11:25 PM   #5
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I did load that problem, and noticed it was better but still seems weird... what I would do rather than clip the whole sky is:

trigger multiple at the top of the tree, onstarttouch enables a timer that fires on something like .5 seconds, ontimer activates a very gentle trigger push... it could be strong but it might be weird to throw them, I'd try to do it just gentle enough to slowly push them off the peak, if they try to counteract the push they would run off as their walk is stronger than the push. then on the trigger multiple onendtouch disables both the timer and the trigger push.

I don't know if you like doing things like that, but I don't think anyone would notice that other than the fact that you wouldn't have a giant cylindrical pillar of a player clip... ;P

Edit: Alternatively, you could leave the trigger push on constantly, if its gentle enough even people who hit it during a jump would probably not even notice.... would need testing though... (single tree in an empty map would work)

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Old 05-18-2009, 11:26 PM   #6
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I think I told you this once, but just in case I forgot... the spawn doors that lock upon points being captured... they can close and lock on players who were trying to slip out at the last minute, sticking them in place.
 
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Old 05-18-2009, 11:27 PM   #7
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Quote:
Originally Posted by lustygoat View Post
I think I told you this once, but just in case I forgot... the spawn doors that lock upon points being captured... they can close and lock on players who were trying to slip out at the last minute, sticking them in place.
I think thats a problem with many doors, what I did to fix that on my map was activate a trigger_teleport that encompases the door but only for a split second, sending all players of the associated team to their next spawnpoint

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Old 05-18-2009, 11:45 PM   #8
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I prefer the touchTest solution, where when you want to lock a door you touchTest the door's trigger... if nobody's touching it you go ahead and close and lock it. If somebody is touching it, you wait until the trigger is clear (OnEndTouchAll I think it is) and then close and lock it. As a player being teleported unexpectedly feels weird, especially in TF2.
 
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Old 05-18-2009, 11:48 PM   #9
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it depends on the situation, if the respawn changes teams from one color to another its not just the door , its the respawn_visualizer that can trap people. Thats why I do the teleport method, if I had my way I would have valve make the respawn_visualizer one way, meaning enemies could leave the room, but not re-enter. Because as it is now, my spawns change teams, and if I don't teleport the occupants, they would be trapped in there waiting for the other team to come in and kill them... :/

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