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Old 10-22-2008, 03:25 PM   #11
Swamp-Bog Mcgee
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They also fixed the glitch (if it wasn't mentioned) for the engineer to build inside blu's base.
 
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Old 10-22-2008, 03:33 PM   #12
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Originally Posted by Nineaxis View Post
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)
Yeah, there are quite a lot of pipes now. They're everywhere, crawling up and down every second wall. But it is better than a completely blank wall, in my opinion.

I've taken a look, and I like the improvements on the decoration (apart from the pipes, of course). I still couldn't be convinced that the gameplay is any good, though.
 
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Old 10-22-2008, 04:06 PM   #13
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And they also added 2 (4 in total) new health packs to granary. By the ramps, and in the window room facing the final point.

Geez, Valve, you give us an update, and what do we get?!?!? BAD PATCH NOTES!
 
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Old 10-22-2008, 04:09 PM   #14
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VALVe. Doing things half assed since 19...
 
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Old 10-23-2008, 10:42 AM   #15
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They fixed the rock problem outside the blue spawn to the left on badwater !!!! I am eternally grateful for this tiny little fix ! Sad but true

Did anyone else notice on the first stage dustbowl in the hut on the right side the sign is over bright ? I'm not sure if my tf2 at the time or it's gone wrong in there since the update.
 
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Old 10-23-2008, 11:06 AM   #16
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No, but i did see someone put an SG up there recently which completely threw off the attackers because no one builds up there anymore, since an uber wipes it out completely normally, that was funny as hell..

Felt sad for blu though because the other engi's moved up and they really couldn't even look around the exit of spawn let alone leave it.

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Old 10-23-2008, 12:34 PM   #17
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Wow, they completely changed the side-room overlooking the last point.

I didn't really notice much else.
 
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Old 10-23-2008, 01:53 PM   #18
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.................................................. .................. I used to go pyro when granary was on if scout rushing happened.

Wait, that isn't a problem.
 
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Old 10-23-2008, 02:28 PM   #19
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Originally Posted by shpladoink View Post
.................................................. .................. I used to go pyro when granary was on if scout rushing happened.

Wait, that isn't a problem.
My point is it simply degrades the gameplay and makes everything less fun. If you are playing a heavier class, half the people playing are dead by the time you reach the point. Scouts kill each other very easily, and you usually won't end up with significantly more scouts than the other team after the fight. Even if more of your scouts survive, or the other team simply doesn't have them, it is nigh useless.
 
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Old 10-23-2008, 02:40 PM   #20
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I may point out that this is essentially the same with Fastlane and Badlands as well. The whole point of the scout is that it is a fast class and gets there first, that's one of it's skills, having maps that take away that ability (with setup gates) kind of nerfs the scout as a class.

Furthermore, in league play, you'll find that most classes reach the centre only slighlty behind the scout (excluding heavies), and rocket and sticky jumping there, in co-ordination with your medic is a skill in itself.

Sure teams can scout rush, but usually both teams scout rush, kind of cancelling each other out, whilst the rest of the classes arrive to finish off the battle.

Finally, Granary is hard to descibe as a map favoured to scouts otherwise, usually they have little position beyond frustrating the other team and capping the middle.
 
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