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dont worry about the maxplane count, or any of those % limit values at the bottom of the compile
Seriously drexen? lol
Ya, those limits on the bottom of the compile are just soft limits, most of them are fine going over 100%, i think maxplane count is one of them
On jump2, I think the depression in the walls are quite unnecessary and makes it harder than it should be, add playerclip/nodraw or just make it square/rectangularThis was intentional, the point of that jump is have controlled shots in the marked areas. I am by no means a good jumper (I'm terrible for that matter) and this jump doesn't pose any sort of problem in terms of difficultyAs for jump12... The ramp bumps you up when you're going fast, I find this tends to happen when you make the ramp out of multiple brushesUnderstood, will fix.On jump13 you can stand on the first wallpogo wall.just realized the I hadn't checked the client flag for the tele, fixedAs said... Add trigger_hurt around the entire map, no one likes to die after failing a sync and dying from fall damage or killing themselves rocket jumping to the next jump. Yeah one can use gboats but for one not eveyone has gboats, some don't like to change their loadout presets (like me) and it takes about 2 minutes to do and makes a map more jumping-friendly.AddedOverall, fun and well-detailed.
Very nice map, looks awesome. plays well.Thank you.About some of the mapping stuff thats been talked about here already:dont worry about the maxplane count, or any of those % limit values at the bottom of the compilelooking over the map, i would agree a trigger_hurt is needed, just one large brush covering the whole map is perfectly fine, its very easy to kill yourself at some points, and most people expect them.Okay, the only reason they hadn't been added was because I was doing them with triggers in each jump, which bumped my max plane count considerably. I come from a different engine where having a trigger set up like that is blasphemy.and about optimization, from a quick look over the map with mat_leafvis 2, doesnt seem like you use func_details. which are really useful! should cut down your probably large vvis compile time.Strange, more than 70% of the map are set as func detail."but it seems that probably wont be happening considering all the engine limits I hit."what specific engine limits? you could definitely add way more jumps into this map without too much trouble.Lightmap limits and more importantly, the max plane limit which is at 97% right now. It shouldn't be that high, but I'm used to modeling in third party programs like 3dsMax, where grid alignment is a non issue. Obviously Source doesn't take to kindly to this.either way, awesome map
pls add trigger_hurts everywhere kthx
Very cool run, thanks for the video X_DIAS. The song reminds me of an artist who's album I used to name my jumps, Venetian Snares.In other news, I'll get to fixing this later, I already started something else
pressure's on now, don't disappoint
Quote from: Stimpack on September 18, 2013, 10:17:50 PMpressure's on now, don't disappoint I CAN'T HANDLE THISbut more importantly packrat/vide/anything else that's supposed to pack custom files is being stupid and not working.help pls.
yeah pls help I'm clueless.
you have to do the pakrat stuff manually now