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Old 10-21-2008, 10:50 PM   #1
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Old 10-21-2008, 11:09 PM   #2
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.................................................. .................. I used to leave the server when granary was on if scout rushing happened. I think they are retards.
 
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Old 10-22-2008, 02:20 AM   #3
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Oh finally they fixed granary, thank goodness for that. The setup gates really screwed over that first point. (full team scout rush aside since thats just people being dicks) it was a really good right, two or three scouts dueling over the point before the heavier firepower gets there, really showed wich team was better.
I enjoyed it, dunno why they ever added the gates tbh.

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Old 10-22-2008, 09:48 AM   #4
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So the default sky in Arena_Well hasn't been fixed? All I can say is lol.

I hope the Badwater fixes include RED's shortcut door trapping people, the ability for BLU to walk in the air over to the building with the spiral staircase, not to mention those extremely annoying doorways and their lack of clipping.
 
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Old 10-22-2008, 09:50 AM   #5
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Quote:
Originally Posted by MrMuffinMan View Post
I hope the Badwater fixes include RED's shortcut door trapping people, the ability for BLU to walk in the air over to the building with the spiral staircase, not to mention those extremely annoying doorways and their lack of clipping.
Nope, the fixes are mainly glitches like building in spawn and stuff like that. They also added a TON of pipes everywhere and did a bit more detailing.
 
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Old 10-22-2008, 11:36 AM   #6
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Gosh, I'm actually really curious about what they've done with Dustbowl. That's my favorite map. I kind of want to go check it out right now.

If I were to chose a most-wanted fix for Badwater Basin, it would be the clipping problems around the doorways. I would always get stuck walking through a few perfectly-open doorways and it sometimes spooks me, making me think I bumped into a cloaked spy.
 
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Old 10-22-2008, 12:19 PM   #7
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Okay, I went in and explored a few of the changed maps. Dustbowl's changes must have been very minor, because I couldn't actually see any differences when I was flying around... except for a sign they added as decoration in the stairs to the sewers.

Badwater definitely got some attention. Like Jazz said, there was a lot of decoration added and you can no longer build inside Blue's first spawn point. One of the rooms received a LOT of decoration, making it look much nicer... though it made parts of the room very shadowy and easy to hide in.

My favorite change is that Badwater now has a really cool explosion, just like Goldrush.

Quote:
Originally Posted by MrMuffinMan View Post
the ability for BLU to walk in the air over to the building with the spiral staircase, not to mention those extremely annoying doorways and their lack of clipping.
These are fixed! Thankfully you can slip in and out of doorways like a breeze now. I still get caught as I go up the spiral stairs near Red's spawn, though. I'll kind of miss being able to get into the spiral staircase building as a Blue player, though. But I won't miss having spies sneak through it while I'm an engineer on Red.
 
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Old 10-22-2008, 12:39 PM   #8
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Damn, they fixed the clipping to the top of the spiral staircase There was nothing cooler than getting a heavy over there and just clearing up from the rear.
 
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Old 10-22-2008, 01:09 PM   #9
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Quote:
Originally Posted by Hawk View Post
These are fixed! Thankfully you can slip in and out of doorways like a breeze now. I still get caught as I go up the spiral stairs near Red's spawn, though. I'll kind of miss being able to get into the spiral staircase building as a Blue player, though. But I won't miss having spies sneak through it while I'm an engineer on Red.
Magnificent! Marvellous! etc! That alone makes me like Badwater a lot more. With the talk of added detail too, I've just got to go play it again now.
 
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Old 10-22-2008, 03:13 PM   #10
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They did some bad playerclipping on some of the pipes outside the B building, and didn't clip the ones on later buildings (I'm talking the thick ones that curve over onto the roof).

I'm not fond of the huge, oddly angled pipes that are taking over the map, one which stops at an 8-unit thick wall. Some of the new detail is nice, the asplode kills my FPS though The trigger_hurt for the asplode is pretty small too (but at least there is one now)

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