Hello boys and girls or whatever you are! 1. Thanks for playing my maps! 2. I updated some of them! 3. Here's the links for the updates: Current on your server mpl_losthorizon http://steamcommunity.com/sharedfiles/filedetails/?id=474096573 pl_mineshaft_rc5 < just updates a couple of days ago http://steamcommunity.com/sharedfiles/filedetails/?id=809574908 New maps you may of may not have seen: cp_orangezone_version_1 http://steamcommunity.com/sharedfiles/filedetails/?id=481795150 mpl_doublehelix_b2 < this one is sort of experimental and it needs to be redone, but since you like desperados - lol http://steamcommunity.com/sharedfiles/filedetails/?id=494843260 pl_goldheist_canyon_final_v1 < a large payload map http://steamcommunity.com/sharedfiles/filedetails/?id=479921979 pl_boxcanyon_rc2 < a small payload map http://steamcommunity.com/sharedfiles/filedetails/?id=479915111 pl_warpath_b7 < a tug of war map http://steamcommunity.com/sharedfiles/filedetails/?id=474083166 Orange Map Ball Fight < if you just want to kill each other http://steamcommunity.com/sharedfiles/filedetails/?id=479917668 I have enjoyed playing with you guys even when I am not playing my maps lol
Hi guys! I've been thinking of tweaking pl_auriferious_rc7 - what changes would you like to see done on it? And to clarify - I did not make warpath - I did however make pl_warpath 7 - it's war path but a tug of war payload map - I think it's fun and very combative in parts
Al Gore made Team Fortress to counter Global Warming. EVERYONE knows that. Kill_the_Bug, you made Auriferious though? Very cool map. I wish we played it more.
Ok I have a test version of pl_auriferous_rc8 available for testing - who do I send a pm to with the details so you can load it onto the system?
Hey Bug, if you just post in this sub forum using the guidelines for normal map updates/requests, Merlin or another admin in charge of adding maps to the server should be able to upload the newer version relatively quickly. Here are the posting guidelines as a reference. http://forum.fith.co/index.php?threads/rules-about-posting-here.81/
Ok - in keeping with the suggested formatting [TF2] [Map Removal]: mpl_losthorizon_b8 - reason - map updated [TF2] [Map Addition]: mpl_losthorizon_b10 - the latest version [TF2] [Add To Rotation]: mpl_losthorizon_b10 - to make sure you guys are playing the most recent and to get rid of one bug that can occur intermittently on b8 Here is the Lost Horizon Link http://steamcommunity.com/sharedfiles/filedetails/?id=474096573 [TF2] [Map Addition]: pl_auitferous_rc8 - I have adjusted the map based upon {fith} feedback to make the map more enjoyable. I just loaded to the workshop 30 seconds ago [TF2] [Add To Rotation]: pl_auitferous_rc8 - add this into to the rotation, but keep version 7 on until 8 proves to be a bigger improvement - if people like 8 more than 7 we can then remove 7 at a later date Here is the pl_auriferous_rc8 link: http://steamcommunity.com/sharedfiles/filedetails/?id=824182573 [TF2] [Map Removal]: pl_mineshaft_version 6? I think this is what's currently on and needs to be updated [TF2] [Map Addition]: pl_mineshaft_rc5 - the most recent changes and more balanced for both teams [TF2] [Add To Rotation]: pl_mineshaft_rc5 Here is the pl_mineshaft_rc5 link: http://steamcommunity.com/sharedfiles/filedetails/?id=809574908 [TF2] [Map Addition]: orangezone version 1 - fun map for something different [TF2] pl_boxcanyon_rc2 Here is the orange zone link: http://steamcommunity.com/sharedfiles/filedetails/?id=481795150 [TF2] [Map Addition]: pl_boxcanyon_rc2 - a small but fun payload map - jumping demos and soldiers will enjoy it [TF2] [Add To Rotation]: pl_boxcanyon_rc2 [TF2] [Map Addition]: pl_warpath_b7 - a tug of war map - major combat and team turnarounds in key locations [TF2] [Add To Rotation]: pl_warpath_b7 Here is the link for pl_warpath_b7: http://steamcommunity.com/sharedfiles/filedetails/?id=474083166 Thanks Merlin and to whoever else can update your servers
[TF2] remove orange map ball fight - something's happened to it - point server comand or something has made the balls no longer bouncing - I'll look into it. Also it you have any feedback on the ones played let me know
Bug, keep on keeping on. I enjoyed the other night where we played your maps in a row. We have a well known mapmaker join us occasionally and he cannot take any form of criticism. You did great. Ignore those that constantly want to complain, they do that on every single map. I had a blast and look forward to more of your work.
Played your warpath mod for the first time last night. It was a fun change of pace, and I really like the idea of a tug of war payload. Keep up the good work.
Thanks guys - I don't let the criticism bother me all that much - I look on it as an opportunity to learn and make better maps - I already updated auriferous to rc8 based on your comments - it still needs to be added and I think you'll like the improvements
Bug, I have all your current requests taken care of, including the deletion of your orange map and the latest auriferous_rc8.
Thanks M3RL1N - I checked the list last night - wrong orange map taken off - but that's ok I will heck one more thing . orange map ball fight is the one that's broken and needs to be removed.
Here you go two new map fixes for you - these fix the flaws on two of your existing map: Link is only for Merlin - to avoid my website taking a massive data hit - Of course if you want to see my photography - http://www.jecphotography.com
Regarding [pl_auriferious_rc8]: just got to see/play on it for the first time tonight, my impression of the map was not that great, but I think there are a few simple tweaks that would make this map more fun to play on as both teams. My first thought in seeing the map (zooming around in spec cam) is that the hallways around the cart path are far too blocky, constricting, and simple. Instead of using mass crates for cover along the cart path try adding some definition and side areas to the building interiors themselves that will allow teams to hold areas before they push through a choke, and gain their ground afterwards. The other major tweak I would suggest is altering the location of red forward spawns to keep them farther back from the cart track and away from the intersections of the cart path and alternate routes. When playing as the blue team at the starting building area, there are only a couple flank routes and they end up putting blue players right in front of red's forward spawn. players then have to fight the red team coming out of spawn to even get to the cart at all to help which is why they take the flanks in the first place. One more thing I might add about tweaking the game-play spaces is just something one should always keep in mind when making spawns and alternate routes and that is that their locations should be obvious to players to a certain degree. The defining aspect of an alternate route isn't that the defending team won't know where they are or how they effect game-play, but that the defending team cannot watch the alternate route at the same time as defending the direct route and thus has to shift their focus and spread themselves thinner in order to cover all the potential threats. I think this can be best accomplished by simply moving red's forward spawn exits as conceptualized above, killing two bugs with one stone as it were. Overall I really do like the look and feel of the map and it didn't play too badly. I also only got to play it once, so this isn't the end all of critiques. But I do happen to know a thing or two about level design and I hope you will be able to see where I'm coming from with these ideas. Oh, and also there is a large world hole in a displacement near the catwalks leading from the tunnels towards the covered bridge/waterfall. The displacement needs to be sewn up as I do believe it is causing a leak (I could see broken repeating skybox crap).