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Old 02-07-2009, 05:02 PM   #21
Fearlezz
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Default pl_Borax [Updated]


Alright, had a go with some friends today. Although we where at highest 5 ppl. So I hope we can get it a server with more players at some point.

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Old 02-08-2009, 01:27 PM   #22
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Default pl_Borax [Updated]


We tried this briefly (2 rounds) on 2f2f - 15v15. Many of the spawn doors on both teams are glitched, with players being unable to exit even after collectively backing away from the door. The final area was very cramped. Both teams had difficulties approaching it as BLU - they were funneled into a single corridor that degenerated into a spam fest. This can be easily fixed, but I'd like to do more playtests before I make more concrete suggestions. Could you quickly release a version with the spawn doors fixed?
 
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Old 02-09-2009, 01:41 AM   #23
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Default pl_Borax [Updated]


Quote:
Originally Posted by FLOOR_MASTER View Post
We tried this briefly (2 rounds) on 2f2f - 15v15. Many of the spawn doors on both teams are glitched, with players being unable to exit even after collectively backing away from the door. The final area was very cramped. Both teams had difficulties approaching it as BLU - they were funneled into a single corridor that degenerated into a spam fest. This can be easily fixed, but I'd like to do more playtests before I make more concrete suggestions. Could you quickly release a version with the spawn doors fixed?
Yes, I finished alpha2 yesterday, just need to compile it after school. Thanks for running it.

The a2 fixes all the known issues and more. Adds more beuty and gameplay fixes, that myself noticed.

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Old 02-09-2009, 11:26 AM   #24
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Default pl_Borax [Updated]


Updated 2009-02-09

Alpha 2 released, ready for proper use

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Old 02-11-2009, 12:07 PM   #25
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Default pl_Borax [Updated]


Perhaps a little bump?

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Old 02-12-2009, 12:19 PM   #26
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Default pl_Borax [Updated]


Released A3 Added new screens. New models and more




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Old 02-14-2009, 04:46 AM   #27
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Default pl_Borax [Updated]


Small update but yet big. Alpha 4 released. Fixed no playerclip thing and added images and stuff.

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Old 02-14-2009, 02:54 PM   #28
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Default pl_Borax [Updated]


Map was fun, I'm not going to tell you to clip anything because I know you already have, but that was a big issue obviously. I'm not sure if you should clip all of the ledges though, they were kinda fun to get demos and soldiers up there.

Be careful with lower displacements, sometimes that can look like you can jump on them but cannot. I'd clip the ones that look accessible to make things easier for players.

I mentioned this in game, but for the final red spawn, the on on the lower right, make sure players can exit AND enter it. It was frustrating to leave, need health, then go back only to find it was locked. This was the same spawn that was get locked until Blue capped the 2nd last point btw.

Also, the layout is SUPER open, although there were plenty of sideroutes which was good. As long as you can optimize it its cool, but it may give you a problem with more details. Ran fine today though.

Finally, I think I'd make some of those windows in the upper buildings larger, for players to jump in and out of. It'll make for a good strategic move for both teams, having a demo/soldier be able to sneak up there.

Great map though, and loved the finally! Make sure people die at the end though lol.

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Old 02-14-2009, 05:42 PM   #29
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Default pl_Borax [Updated]


God not another PL map !!!

Just jokin, kindof.

Nah, I think I may be a little burned out on PL because of the contest and so many servers running it. But I can't hold that against this map.

The layout is good, a mix of open spots and tight spots. Maybe too much ammo on point 1 (full packs on both sides), two engis and a pyro could rule it.

The fan was cool but I thought it might be too much. I jumped from spawn onto the cart to stop it and was just blown into the air. Maybe carelessness, but lost the round right then.

It's looking good to. No major complaints.]

oh yeah. displacement wall right before point 4, on right coming from blue. Right ontop of the little ledge with full health and ammo. displacements need sewn.
 
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Old 02-14-2009, 06:27 PM   #30
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Default pl_Borax [Updated]


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Originally Posted by Sgt Frag View Post
The fan was cool but I thought it might be too much. I jumped from spawn onto the cart to stop it and was just blown into the air. Maybe carelessness, but lost the round right then.

If the fan blows a half-ton cart up in the air, what's to stop it from blowing a person up in the air >.>


And fear, check the No LOD box in the VTF for those pictures, mk?

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aurum, borax, displacements, goldrush, payload

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