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Full Version: pl_manngrove by R1ghteous
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As of right now I am releasing publicly releasing RC5 of pl_manngrove. This is last iteration before final. You can download the file here from here:

24/7 manngrove server - 216.52.148.23:27015
-or-
TF2 Maps]
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Direct Link]

The newest release features many graphical changes including:
1. Adjusted lighting to help guide players towards objectives, along the fastest routes, and to add more depth/dimension.
2. Adjusted detail in some areas to provide the player with a better experience.
4. Added a new death pit at point D which is more fitting to the environment.
3. Additional optimizing with hints/areaportals/draw distances to provide players with the highest fps possible while still maintaining as much visual depth and polish as possible.
4. Created brushwork for the skybox so that red's skybox models would no longer clash with the color of the brick in the playable area.
5. Corrected some Z-fighting and graphical errors.

Gameplay changes include:
1. Additional access to the battlements at point one to provide blu with a more immediate route. This change as shown to assist blu in pushing past the choke at the doorway that provided red with a slightly unbalanced choke in servers over 16 players. You can see the ramp/skill jump here:[Image: 2B90074505206BDEB2C01ACFD9E5B6ED8A7C356E]
2. Added an additional hallway and elevated room for blu within the battlements. Testing with this change has shown to provide blu with an additional position to clear out slightly overpowered sentry spots, as well as, an elevated fighting position to clear the choke at the garage entrance on red side. You can see the changes here: [Image: 9BB23F3D9E9D6EFAC38590353760DC94C181B783] and here: [Image: 11E2D31D1135051661C7B5D12A80828A510C1BB1]
3. Re-added an alternate ending if red wins. The rocket at point D now takes off and players in the area are sucked into its blast. Cleaned up the logic for this as well.
4. The setup time has changed from 90 to 80 seconds. The typical 70 seconds (rc3) was too short for red given the distance necessary to travel and setup sentrys/defense, however 90 seconds (rc4) proved to be frustrating for blu players. 80 seconds has shown to be a happy medium allowing red enough time to setup without frustrating blu players.
5. Added/altered/lit various signage to help players find their way around the map easier on their initial run through.
5. Added a func_door to help new players on the red team make the correct choice in direction to go out of spawn. Signage alone was not enough to ensure players make the correct choice in direcion. The new sign can be seen here: [Image: C3A9F779AAB08EBCDDED454C0517A2E894EA094F]
6. Added large amounts of player clipping to avoid getting caught on/bumping into objects. Additional player clipping has been added to provide a smoother walkway in some areas that were previously rough do to small changes in height on props/brushwork.
7. In addition to this there were various other small changes that no one will notice but me.

If you have any further feedback I am available at the.real.r1ghteous@gmail.com, you can add me on steam, the feedback section] for the map on tf2maps.net, or I will check back here regularly so feel free to post here as well.

I would like to give a big warm thank you to everyone for your feedback and suggestions. I appreciate it more than you know. Also thank you to my testers who helped me with this latest iteration before its release. Finally, thank you all for your support.
That backhallway should help a _ton_

Tried out rc4 last night and both teams had an extremely tough time pushing past 2.


I can schedule rc5 for a test again next Tuesday, same time as the last one was. I did take demos but seems they won't be worth much with rc5 out.
Perhaps we could try to schedule something sooner. Im available tonight (wednesday), thursday, sunday, and monday. Demos are never worthless. I can still review fights at 1, 3, and 5. :-) Although most of my feedback suggests they are dead on.
Hard for us to do something like that on days other than Tuesdays.  Who's running FNF this week?  Might be able to do it then.
Quote:Karrde link=topic=6019.msg225730#msg225730 date=1317908527]
Hard for us to do something like that on days other than Tuesdays.  Who's running FNF this week?  Might be able to do it then.

FNF has been derpin' recently, i think we've all been kinda busy.  I "might" be able to, depends on whether i can find a party to go to or not  :p
Played rc5 on r!ghteous' server with him and a few bots, they couldn't figure out how to push over top but with a little human help blu were able to push past. Can't wait to see how this works with ALL real players.
Yeah, rc4 felt like a meatgrinder... Red has the high ground for most of the map, and there are no real pauses in action once you go inside the building.

Hopefully this next revision fixes some of that.
Played RC5 with a server full of real players and it didn't feel nearly so much like a meatgrinder.

Hopefully we'll play it at FNF tonight.
http://www.brbuninstalling.com/forum/ind...pic=6024.0