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Mad Hatter
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#1
04-24-2012, 06:34 AM

cp_standin_b5 - Eightball wanted to do this last week but I think FNF peetered out before we could get to it

pl_shenmune_b7

pl_gloryhole

pl_vesper_b4 - Vilepickle is baaaaack



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at0m
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#2
04-24-2012, 07:42 AM

'48 hours remain' edition, surprised you didn't work Zelda or Time Travel in there somehow.



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Mad Hatter
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#3
04-24-2012, 07:55 AM

(04-24-2012, 07:42 AM)at0m link Wrote: '48 hours remain' edition, surprised you didn't work Zelda or Time Travel in there somehow.

Themes are for FNF, I am too lazy to try to find "time travel" theme'd maps  Tongue


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backfire
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#4
04-24-2012, 10:59 AM

(04-24-2012, 07:55 AM)Caffeine link Wrote: [quote author=at0m link=topic=6323.msg243585#msg243585 date=1335271353]
'48 hours remain' edition, surprised you didn't work Zelda or Time Travel in there somehow.

Themes are for FNF, I am too lazy to try to find "time travel" theme'd maps  Tongue
[/quote]

Throw in cp_kakariko at the end anyways.


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scar11
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#5
04-24-2012, 12:50 PM

(04-24-2012, 06:34 AM)Caffeine link Wrote: cp_standin_b5 - Eightball wanted to do this last week but I think FNF peetered out before we could get to it

It was pretty fun. Think it was designed for 6's and if we have a full server I have a feeling one round will take forever unless there's a hard stack. Interested to see what will happen though.


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Grimthwacker
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#6
04-24-2012, 01:23 PM

(04-24-2012, 06:34 AM)Caffeine link Wrote: pl_shenmune_b7
Okay, am I the only person thinking "sailors" when I see this map name?  Seriously, what's this map's deal?

Quote:pl_gloryhole
. . . No comment. . .

Quote:pl_vesper_b4 - Vilepickle is baaaaack
Er, what exactly has he done that we know of?


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Mad Hatter
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#7
04-24-2012, 01:26 PM

(04-24-2012, 01:23 PM)Grimthwacker link Wrote: [quote author=Caffeine]pl_vesper_b4 - Vilepickle is baaaaack
Er, what exactly has he done that we know of?
[/quote]


Mercy, Indulge, Follower, Canalzone, Castle, Mach4, Stag, Impact2


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Neptune
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#8
04-24-2012, 04:24 PM

(04-24-2012, 01:26 PM)Caffeine link Wrote: [quote author=Grimthwacker link=topic=6323.msg243623#msg243623 date=1335291802]
[quote author=Caffeine]pl_vesper_b4 - Vilepickle is baaaaack
Er, what exactly has he done that we know of?
[/quote]


Mercy, Indulge, Follower, Canalzone, Castle, Mach4, Stag, Impact2
[/quote]

Basically, everything.  And, as such, I'm looking forward to this very much.
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Mad Hatter
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#9
04-24-2012, 05:20 PM

(04-24-2012, 04:24 PM)Neptune link Wrote: [quote author=Caffeine link=topic=6323.msg243624#msg243624 date=1335291999]
[quote author=Grimthwacker link=topic=6323.msg243623#msg243623 date=1335291802]
[quote author=Caffeine]pl_vesper_b4 - Vilepickle is baaaaack
Er, what exactly has he done that we know of?
[/quote]


Mercy, Indulge, Follower, Canalzone, Castle, Mach4, Stag, Impact2
[/quote]

Basically, everything.  And, as such, I'm looking forward to this very much.
[/quote]

To be fair, Canalzone, Mach4, Stag, Chaos, Impact2 are all ports from other TF games...but thats still a fuck ton of maps


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Reevesith
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#10
04-24-2012, 05:43 PM

Downloaded the maps, but is this right? > pl_vesper_b4.bsp_  is the underscore supposed be there? downloaded it from their site .


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Luca Shoal
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#11
04-24-2012, 06:14 PM

I miss Mach4. Wanna do some RPS on that shit man.


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TOH
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#12
04-24-2012, 08:25 PM

(04-24-2012, 06:14 PM)Yip Yip Luca link Wrote: I miss Mach4. Wanna do some RPS on that shit man.

Then run FNF this week and do it!


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Luca Shoal
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#13
04-24-2012, 10:33 PM

I til 11est that night :V


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vilepickle
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#14
04-25-2012, 06:48 AM

(04-24-2012, 05:43 PM)Reevesith link Wrote: Downloaded the maps, but is this right? > pl_vesper_b4.bsp_  is the underscore supposed be there? downloaded it from their site .

Hmm, it should extract to a normal .bsp.  My site adds an underscore onto my .bsp.bz2 files...

I appreciate all feedback!

And ports or not, those maps took a while to make! Tongue

http://www.vilepickle.com/creations/maps
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Mad Hatter
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#15
04-25-2012, 07:54 AM

(04-25-2012, 06:48 AM)vilepickle link Wrote: [quote author=Reevesith link=topic=6323.msg243661#msg243661 date=1335307421]
Downloaded the maps, but is this right? > pl_vesper_b4.bsp_  is the underscore supposed be there? downloaded it from their site .

Hmm, it should extract to a normal .bsp.  My site adds an underscore onto my .bsp.bz2 files...

I appreciate all feedback!

And ports or not, those maps took a while to make! Tongue

http://www.vilepickle.com/creations/maps
[/quote]


Oh I know they take a long time, anything in hammer, even a port from scratch, takes a lot of work Tongue

As for feedback, the two points we got hung up on were that one part where the cart goes up into the little house and then down again, but there's a pretty clear flanking route to get around to the far left (offense's perspective), the team was just really bad at pushing.

The last point was a bit difficult to push, but I felt it was appropriate given that most PL maps have a more challenging last point.

Aesthetically and frame rate wise the map was great, definitely the best of the bunch last night. I think we'd need to do more playtesting to form a better opinion, give some time for a few people like Moosendoo or TraceDarkwind to find any odd map exploits or ridiculous sentry nest locations.

If you don't have another version by next Tuesday we'll give this another go, Id say Friday but I think half the server regulars will be at a convention.


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vilepickle
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#16
04-25-2012, 08:20 AM

(04-25-2012, 07:54 AM)Caffeine link Wrote: [quote author=vilepickle link=topic=6323.msg243738#msg243738 date=1335354534]
[quote author=Reevesith link=topic=6323.msg243661#msg243661 date=1335307421]
Downloaded the maps, but is this right? > pl_vesper_b4.bsp_  is the underscore supposed be there? downloaded it from their site .

Hmm, it should extract to a normal .bsp.  My site adds an underscore onto my .bsp.bz2 files...

I appreciate all feedback!

And ports or not, those maps took a while to make! Tongue

http://www.vilepickle.com/creations/maps
[/quote]


Oh I know they take a long time, anything in hammer, even a port from scratch, takes a lot of work Tongue

As for feedback, the two points we got hung up on were that one part where the cart goes up into the little house and then down again, but there's a pretty clear flanking route to get around to the far left (offense's perspective), the team was just really bad at pushing.

The last point was a bit difficult to push, but I felt it was appropriate given that most PL maps have a more challenging last point.

Aesthetically and frame rate wise the map was great, definitely the best of the bunch last night. I think we'd need to do more playtesting to form a better opinion, give some time for a few people like Moosendoo or TraceDarkwind to find any odd map exploits or ridiculous sentry nest locations.

If you don't have another version by next Tuesday we'll give this another go, Id say Friday but I think half the server regulars will be at a convention.
[/quote]

Thanks for the feedback.  I actually have a TODO list going for the map that I'm eventually getting to.  One of the things I'm looking at is making the CP2 area less "catwalk-y".  One thing  is the right route (BLU's perspective), which I'd like to make more of a platform for attacking than a narrower catwalk.

The map is entered into the TF2maps.net dynamic payload contest which ends on April 30th.  I can make changes throughout the week if needed.

After the contest I plan on continuing work on it to make it as good as I can.  A lot of good feedback comes out of those contests too, usually.
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TOH
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#17
04-25-2012, 08:54 AM

(04-25-2012, 07:54 AM)Caffeine link Wrote: As for feedback, the two points we got hung up on were that one part where the cart goes up into the little house and then down again, but there's a pretty clear flanking route to get around to the far left (offense's perspective), the team was just really bad at pushing.

Well the thing with that point was that it got stuck right on the ledge where it's supposed to come back down after turning inside the house. We couldn't push it anymore and we had to wait for it to move back a bit before we could push it again. I think that let you guys set up better with a sentry and all that. We got it going down the ramp the second try, but once the cart was back outside, we couldn't get much further.


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vilepickle
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#18
04-25-2012, 09:25 AM

(04-25-2012, 08:54 AM)TOH link Wrote: [quote author=Caffeine link=topic=6323.msg243741#msg243741 date=1335358487]
As for feedback, the two points we got hung up on were that one part where the cart goes up into the little house and then down again, but there's a pretty clear flanking route to get around to the far left (offense's perspective), the team was just really bad at pushing.

Well the thing with that point was that it got stuck right on the ledge where it's supposed to come back down after turning inside the house. We couldn't push it anymore and we had to wait for it to move back a bit before we could push it again. I think that let you guys set up better with a sentry and all that. We got it going down the ramp the second try, but once the cart was back outside, we couldn't get much further.
[/quote]

The fact that you couldn't push it seems odd... I'll have to see if I can reproduce that.  I've never seen the cart get stuck at that spot before.  Any screenshot of exact location would help.
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Kirby
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#19
04-25-2012, 08:15 PM

fyi vilepickle,

bzip2 blah.txt > blah.txt.bz2

rename blah.txt.bz2 > blah.txt_.bz2

any unzip utility unzips blah.txt_


Comes in real big handy when some euro server is leeching your bandwidth and you can rewrite all their requests to a 200MB file.




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