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Old 06-03-2009, 01:39 AM  
Icarus
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Vector (CTF) Release 1.0
by Eric "Icarus" Wong
Email: Click here to read the entire release
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Old 10-10-2009, 10:38 AM   #290
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I liked this as CTF, not sure if I'll like it as CP.

Edit: You 're atleast getting a bunch of posts now.
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Old 10-13-2009, 06:54 PM   #291
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I was planning on doing a final sweep on all the contest maps before the end of the contest. If you've seen what I've done in other detailed maps, I go through a map on my own and find any rocket jump exploits, playerclip fails, displacement fails, misaligned props, weird lighting, etc. and provide screenshots of it all.

I was planning on doing it as soon as a new version of your map was released, but now that I notice there are only 15 days left, I didn't want to find out that a map was updated, go through it, and then find out that since there are only x days left, a new version wouldn't be submitted to the contest, thus my work not as useful as it could be (that is, I'm implying that you will finish your map even after the contest).

So message me on Steam (my name is littleedge), find me in the chat (between 3 and 9 pm ET), pm me here, or reply in this thread if you want me to go through your map in the current version, or do it in your next version. Or if you don't want me to go through it at all, and anything i come upon in a Gameday is enough.
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Old 10-14-2009, 12:25 AM   #292
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I'm not dead!

I'm conducting tests elsewhere, where I believe I've made massive strides towards better balance and flow.

Stage 1 & 2 is now very sound, only a few minor tweaks need to be made at this time. (Stage 2 actually got fixed )

However, the very last cap needs some work. I've made some changes to make it less Dustbowl-ey, but so far every change I made just made it harder to win

But I get it sorted out, I'll be ready
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Old 10-14-2009, 02:25 AM   #293
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Quote:
Originally Posted by Icarus View Post
However, the very last cap needs some work. I've made some changes to make it less Dustbowl-ey, but so far every change I made just made it harder to win
Awesome, this was my only big concern here. I do hope you kept in the walking on various roofs, because that was one of the most fun parts of your map.
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Old 10-14-2009, 08:33 PM   #294
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This spot felt like it needed ammo, if only for the pyro standing on the point trying to reflect the incoming hail of stickies and pipes.
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Old 10-14-2009, 09:11 PM   #295
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Buildings can deny passage if placed here.

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Old 10-15-2009, 08:16 PM   #296
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As I promised, I went through Vector and took screenies. 38 of 'em.

http://dl.getdropbox.com/u/1490725/c..._test40000.jpg
Why is there a red loudspeaker in a blue-decorated spawn room?

http://dl.getdropbox.com/u/1490725/c..._test40001.jpg
It would be cooler if the 'Data Link' scrolled across that. It kind of looks like it does that when you move in front of it because of where it's located, but it's actually stationary.

http://dl.getdropbox.com/u/1490725/c..._test40002.jpg
There's a full health kit right outside the spawn. There's another on the other spawn exit.

http://dl.getdropbox.com/u/1490725/c..._test40010.jpg
On the topic of health...I just noticed this. Let us take a look at the 1-1 zone. 100% Health Pak #1
http://dl.getdropbox.com/u/1490725/c..._test40011.jpg
100% Health Pak #2 right across from #1
http://dl.getdropbox.com/u/1490725/c..._test40012.jpg
100% Health Pak #3
http://dl.getdropbox.com/u/1490725/c..._test40013.jpg
100% Health Pak #4 right on top of #3.
http://dl.getdropbox.com/u/1490725/c..._test40014.jpg
A Medium Health Pak within a few feet of #4? Way too much health, IMO. Either keep all those spots and make them all at least medium, or move them a bit and take one out. You're pulling something worse than the health kit thing on Dustbowl 1-1 (four 100% Health Paks). I haven't played this in a game that much, so maybe this is needed, but it sure seems like too much, specially since two are right by the spawn.

http://dl.getdropbox.com/u/1490725/c..._test40003.jpg
Intel is angled.

http://dl.getdropbox.com/u/1490725/c..._test40004.jpg
There seems to be something clipping through the roof...

http://dl.getdropbox.com/u/1490725/c..._test40005.jpg
it seems like you need to move the texture down slightly so it isn't blue-ish metal, red stripe, blue-ish metal. Unless that's the texture...it just looks kind of weird.

http://dl.getdropbox.com/u/1490725/c..._test40006.jpg
I can jump on the lower pipe, not the top though.

http://dl.getdropbox.com/u/1490725/c..._test40007.jpg
I can jump on this light.

http://dl.getdropbox.com/u/1490725/c..._test40008.jpg
I'm on a window at the back of 1-1.
http://dl.getdropbox.com/u/1490725/c..._test40009.jpg
Right below that, I'm on a light.

http://dl.getdropbox.com/u/1490725/c..._test40015.jpg
I can sit on here.

http://dl.getdropbox.com/u/1490725/c..._test40016.jpg
I get stuck on the wood support thing against the wall on the right.
http://dl.getdropbox.com/u/1490725/c..._test40017.jpg
And the one I'm looking at, as well.

http://dl.getdropbox.com/u/1490725/c..._test40018.jpg
I never quite understood why there were two full health kits.
http://dl.getdropbox.com/u/1490725/c..._test40021.jpg
There are also a lot of health in here. I see three in this screenshot. I'm repeating what I said above with the health on 1-1 -- If it works for gameplay, keep it.

http://dl.getdropbox.com/u/1490725/c..._test40020.jpg
Right outside of BLU's spawn on the right of stage 2. The displacements aren't completely playerclipped.

http://dl.getdropbox.com/u/1490725/c..._test40019.jpg
http://dl.getdropbox.com/u/1490725/c..._test40022.jpg
http://dl.getdropbox.com/u/1490725/c..._test40023.jpg
http://dl.getdropbox.com/u/1490725/c..._test40024.jpg
Make the lights non-solid. The first three are in 2-1, the last is on the left back corner of 2-2, by the fence with the water and dam, farthest away from the point.

http://dl.getdropbox.com/u/1490725/c..._test40025.jpg
Looking at the dam, the rock meeting the dam just looks really weird.

http://dl.getdropbox.com/u/1490725/c..._test40026.jpg
I'm on the window here, and I can move on the lights as well. Non-solid the lights, and playerclip the window.

http://dl.getdropbox.com/u/1490725/c..._test40027.jpg
I'm on the vent thing over 2-2.

http://dl.getdropbox.com/u/1490725/c..._test40028.jpg
http://dl.getdropbox.com/u/1490725/c..._test40030.jpg
I know you know of this area. You told me to remind you to playerclip it. Right outside RED spawn of stage 2.
http://dl.getdropbox.com/u/1490725/c..._test40029.jpg
Right outside RED spawn of stage 2, you missed a corner of the pipe to playerclip. Only useful if you jump up there before humiliation, though.

http://dl.getdropbox.com/u/1490725/c..._test40031.jpg
I'm on that light at 3-1.
http://dl.getdropbox.com/u/1490725/c..._test40032.jpg
By that same light, there is a loudspeaker that I can sit on.

http://dl.getdropbox.com/u/1490725/c..._test40034.jpg
See that support beam at an angleto the right of the center of the screen?
http://dl.getdropbox.com/u/1490725/c..._test40033.jpg
I can get stuck up there.

http://dl.getdropbox.com/u/1490725/c..._test40035.jpg
All those lights should be nonsolid - I can jump and hit them.

http://dl.getdropbox.com/u/1490725/c..._test40036.jpg
Another loudspeaker.

http://dl.getdropbox.com/u/1490725/c..._test40037.jpg
That health kit is too small. going down there is kind of out of your way. Maybe putting a medium health kit would make it better to waste the time to go down there, grab the health, and come back up.


Protip! Wall lights, hanging lights, loudspeakers, security fence lights, pipes, etc. should all be non solid or playerclipped depending on the situation. 90% of the time, make them nonsolid. Pipes should be playerclipped (except in things like 1-2 where I often build - it doesn't give me much of an advantage -- DONT FIX THAT ONE). Lights that hang from ceilings should always be nonsolid so that I don't jump up and bounce my head off of them.

You like health kits, don't you? You seem to use a lot of 100% Health Kits in the first two stages, and then move to only the 22.5% Health Kits in the last stage. Spread it out a bit.
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Old 10-15-2009, 08:50 PM   #297
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freakishly thorough. thanks for your time.

Now, to go through each and every single one of them
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Old 10-15-2009, 09:01 PM   #298
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How do you find all these? Do you look at every prop in the map and try to jump around on it?
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