Got Maps that need fixing? (1 Viewer)

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Well there are 2 types of people man
first,second,third,forth
Ground,first,second,forth so yeah
and I still mean Ground people demos can spam theirs pipes non-stop there

With the door closed? Unless another guy is holding the door opened, but I've never seen two spammers cooperating..
Also with that projectile blocker, I wouldn't see a way to spam even If the door was opened
 
Main arguement for spawn-locker is, when a demoman / soldier goes out to spam, he has little to no cover, while in the top floors they are mostly fully protected. I'd rather too have the spawn-locker still as an actual resupply locker so it fits the general TF2 level design style.
 
It's not that easy to spam from the ground floor, since of the door being closed... and for that we could add that brush that blocks projectiles when using the locker, so no spam.
Not easy, but entirely possible. For example, if you run back and forth as a demo, then, by the time your third pipe explodes, you're already rearmed and by the gate, which results in an endless 'nade spam. Again, why would you need a locker there? It has no advantage over multiple dispensers except for that instant rearm, which, in close proximity to battlegrounds, is what makes spam possible.

By the way before, for 1st floor, i meant ground floor..
Me too.

Main arguement for spawn-locker is, when a demoman / soldier goes out to spam, he has little to no cover, while in the top floors they are mostly fully protected.
I still think it's better to eliminate spam completely, not just make it a little harder and a little more risky.



I have another solution, but it will require changing the map geometry, not just props and whatnot. I suggest making the spawn room deeper, like, three times its current depth, and place the locker in the far corner. It would allow rearm then, but will still make spamming impossible.
 
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I have another solution, but it will require changing the map geometry, not just props and whatnot. I suggest making the spawn room deeper, like, three times its current depth, and place the locker in the far corner. It would allow rearm then, but will still make spamming impossible.
I actually think this is a good idea because it will completely eliminate spam, spawn kills, etc. (like those snipers camping as soon as it gets open BOOM HEAD SHOOT or those random crits and freaking lucksman) like make it a ground level safe to build n stuff.
 
I actually think this is a good idea because it will completely eliminate spam, spawn kills, etc. (like those snipers camping as soon as it gets open BOOM HEAD SHOOT or those random crits and freaking lucksman) like make it a ground level safe to build n stuff.
No, it won't, and I have no intention to have it safe to build or to avoid boomheadshot as soon as the gate opens. The only reason for deeper spawn room is to have the locker AND the distance so it'll take the same time to either run back and forth or reload manually.
 
No, it won't, and I have no intention to have it safe to build or to avoid boomheadshot as soon as the gate opens. The only reason for deeper spawn room is to have the locker AND the distance so it'll take the same time to either run back and forth or reload manually.
I doubt it will do that much good because of the unneeded walk time to the surface of we were to make the spawns underground.
Dm_Duel is fast paced and I'd like to keep it fast paced, but placing the spawns underground will just add unwanted and unneeded walking time to the fast-paced gameplay. It's the same for nuke in Counter-Strike, it takes too much time to get into the first choke point.
Interesting idea, but not completely good. I might as well just add some obstacles to cover the spawn door.
 
I doubt it will do that much good because of the unneeded walk time to the surface of we were to make the spawns underground.
Dm_Duel is fast paced and I'd like to keep it fast paced, but placing the spawns underground will just add unwanted and unneeded walking time to the fast-paced gameplay. It's the same for nuke in Counter-Strike, it takes too much time to get into the first choke point.
Interesting idea, but not completely good. I might as well just add some obstacles to cover the spawn door.
Add teleporters ??? Like keep all the same plan but make the spawn place somewhere different witch is fully close and far away from the map. Just place a tele there that will instantly teleport you to the map spawn place.
This way we will have safe place and keeping the same map model without any additional walk time or stuff.
 
I doubt it will do that much good because of the unneeded walk time to the surface of we were to make the spawns underground.
Dm_Duel is fast paced and I'd like to keep it fast paced, but placing the spawns underground will just add unwanted and unneeded walking time to the fast-paced gameplay. It's the same for nuke in Counter-Strike, it takes too much time to get into the first choke point.
Interesting idea, but not completely good. I might as well just add some obstacles to cover the spawn door.
Nonono, I didn't mean placing the spawn underground. As depth of the room, I meant how long it is from gate to the back wall. As in, now it's perfect square-shaped; what I suggested was to make it a 3:1 rectangular. Like this:

000.png
 
Nonono, I didn't mean placing the spawn underground. As depth of the room, I meant how long it is from gate to the back wall. As in, now it's perfect square-shaped; what I suggested was to make it a 3:1 rectangular. Like this:

View attachment 1142
You then should have been more clear about what kind of depth you mean. I usually take depth as the height level. Anyways, seeing as you mean length with depth, I am sure it won't be that bad to do. But we might need to look through the pros / cons of different ideas, and we also have to wait until Kevin is back from vacation.
 
But we might need to look through the pros / cons of different ideas
An immediate con for that idea is that an elongated room will intersect with the way up somewhere in the middle, but i'm sure it can be remedied — or even ignored if the room's shape isn't a main concern, aesthetics-wise.
 
-Map name: castle siege (ff2server)
-Problem:Teleport exploit
-Position of the problem: Engi can go to the blue (boss) spawn, and put tele out of the map. Just behind a gate (entrance) to the castle. When you put exit there, make an entrance an bum, in a milisecound you are out of the map, but server teleport you to the jail. Where is an switch that makes the floor is opening and that kills the player because he falls into the spikes. but you can stay on a bucket, so when floor is open you will be still alive
-Suggested solution: Remove the bucket in the jail or when teleporting out of the map just player get killed.
-Any screenshots to help us: here it is screen of the gate when you can put tele outside of the map. Sorry but i can't give screen of the jail now i will ad it soon.


castle siege gate .PNG
 
-Map name: castle siege (ff2server)
-Problem:Teleport exploit
-Position of the problem: Engi can go to the blue (boss) spawn, and put tele out of the map. Just behind a gate (entrance) to the castle. When you put exit there, make an entrance an bum, in a milisecound you are out of the map, but server teleport you to the jail. Where is an switch that makes the floor is opening and that kills the player because he falls into the spikes. but you can stay on a bucket, so when floor is open you will be still alive
-Suggested solution: Remove the bucket in the jail or when teleporting out of the map just player get killed.
-Any screenshots to help us: here it is screen of the gate when you can put tele outside of the map. Sorry but i can't give screen of the jail now i will ad it soon.


View attachment 6236
lel did you even look on the date when the thread got created? :D
 
It's still kinda relevant though, there are many broken maps.

Especially on #11(?) surf... Several maps require buttons to be pressed and have jail areas. Not having weapons means some maps are literally unplayable and suiciding is neccessary every time you fail.
 
-Map name: watchtower
-Problem: There's some speakers is up very high like, up so high that the hale can't even jump up there, and someone (people with low gravity, infinite doublejumps & pyros) shoot themselves up there and they stay there, until the map is over.
-Position of the problem: In the tall tower, standing in the middle, there's these orange speakers where you can actually stand on them.
-Suggested solution: To remove the stand-able place on the speakers.
-Any screenshots to help us I can't provide anyone since my computer is kinda spassing out so I can't play TF2 without extreme lag at the moment.

Has this problem been fixed yet? If not I can put a "clip" brush on top of the speakers
 
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-Map name: castle siege (ff2server)
-Problem:Teleport exploit
-Position of the problem: Engi can go to the blue (boss) spawn, and put tele out of the map. Just behind a gate (entrance) to the castle. When you put exit there, make an entrance an bum, in a milisecound you are out of the map, but server teleport you to the jail. Where is an switch that makes the floor is opening and that kills the player because he falls into the spikes. but you can stay on a bucket, so when floor is open you will be still alive
-Suggested solution: Remove the bucket in the jail or when teleporting out of the map just player get killed.
-Any screenshots to help us: here it is screen of the gate when you can put tele outside of the map. Sorry but i can't give screen of the jail now i will ad it soon.


View attachment 6236

I can just block the ability of building a teleporter behind the fence
 
- Server: VSH
- Map name: arena_badlands + arena_ravine
- Problem: There are no health packs on them
- Position of the problem: None. Didn't I just say there are no fucking health packs? Geez.
- Suggested solution: Add health packs.

Can't be bothered to pinpoint positions where I think there should be health packs right now. Will do that later, when I'm back home.

I can do this too
 
- Server: JB
- Map name: jb_carceris (the latest version)
- Problem: Guards cannot enter the armory from the outside unless they break a vent.
- Position of the problem: Door of the armory/buttons
- Suggested solution: Add a trigger_multiple to detect any BLU trying to enter the armory, and opening it if so.

I could do this as it is easy to do. (Also bump to any one of the other map problems I signed up for)
 
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