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ctf_fishy_b8

#  Feb 17, 2009 at 3:01 PM
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fishy 81630
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Thanks to all that downloaded and tested b6. With the feedback from the very useful playtest on the tf2f server on Sunday, I've been able to tidy up the remaining loose ends and bugs, and I think that this version, b8, will be the last beta of this map. I'll put it out there for a couple of weeks, maybe pimp it around a few sites. If nothing bad crops up, then it can be released as a final. (and about time, too)

same pics as I used for b6;

http://www.invalid-brush.com/images/tf/b6_6.jpg
http://www.invalid-brush.com/images/tf/b6_7.jpg
http://www.invalid-brush.com/images/tf/b6_8.jpg
http://www.invalid-brush.com/images/tf/b6_9.jpg

download link for b8;

http://www.invalid-brush.com/maps/tf2/ctf_fishy_b8.zip


#  Feb 17, 2009 at 3:27 PM
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WarningSDE 85254
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Says it's not found
#  Feb 17, 2009 at 3:37 PM
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fishy 81630
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yeah, sorry about that, but I had a sudden urge to check one more thing, and I found that I could get a tele exit behind one of the fences. Rather than posting a b9 version tomorrow, I decided it would be better if I just kill the link until I can compile again.
#  Feb 17, 2009 at 3:41 PM
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Big Lou 78077
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Post a changelog so we know exactly what was changed!
#  Feb 18, 2009 at 8:43 AM
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fishy 81630
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Thanks for your patience, folks. The link is now active again.

http://www.invalid-brush.com/maps/tf2/ctf_fishy_b8.zip

Quote:
Originally Posted by Big Lou
Post a changelog so we know exactly what was changed!

I tend to lose track of these things, or change so much that I'd be writing a book for each release. However, since I've still got the list that I made during the playtest, then I can give a summary of what was altered. So, in no particular order;
  • Added grating in basement area that was missing. (players could get under a ledge they weren't supposed to)
  • Boxes in basement are now solid
  • Nobuild brush added behind the glass doors at the intel, as well as some other places that I found needed the same
  • Respawn rooms that didn't have them before, now have tangible light sources
  • The upstairs room in the houses are now a bit smaller and more cluttered with 'stuff'
  • Spawn door triggers are now as they should be
  • Clip brushes better aligned against the big fences on the battlement area
  • Phone wires are now a bit saggier
  • Intro and spectator cameras added
#  Feb 18, 2009 at 12:03 PM
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Vigilante212 88134
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some stuff I found.


-cow bells pink checkered(maybe forgot to pack texture
-angled wall section by top spawn is off the wall(rock side)
-top spawn is kinda bland could use some posters or something inside
-the exit with the little hut to the top where it goes from conc to wood you have floor texture on wall both bases
-generator in rocket room floating
-hl2 textures in bottom of intel look odd, maybe think of making your own props for the metal gating also or just retexturing
-wrong texture in top spawn floor behind resupply
-side window is clipping into brush on outside buildings both sides. top door frame also to little room.
-pipes in basement 90 degree to stright that goes into huge pipe misaligned. Pic below
-bare wall could use some arrows Pic below. Big lou has some he made for me that would work.








#  Feb 18, 2009 at 12:56 PM
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Big Lou 78077
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I haven't yet been able to thoroughly test it as Vigilante has done, but everything that you wanted to fix has indeed been fixed.  I look forward to a final release!
#  Feb 21, 2009 at 10:11 AM
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fishy 81630
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-cow bells pink checkered(maybe forgot to pack texture
    -not something i can fix yet
-angled wall section by top spawn is off the wall(rock side)
    - dunno how you noticed that, it's probably been that way since the 1st alpha biuild. good spot
-top spawn is kinda bland could use some posters or something inside
    -meh
-the exit with the little hut to the top where it goes from conc to wood you have floor texture on wall both bases
    -only if valve are naming there floor textures as wood_wall
-generator in rocket room floating
    the rocketroom was always on the list to get done before a final release. the floating generator is an hl2 prop, and was always on it's way out anyway.
-hl2 textures in bottom of intel look odd, maybe think of making your own props for the metal gating also or just retexturing
    -the tunnel between those sets of gates was a bit off alltogether, and always annoyed me a little. As for hl2 textures, I'm not sure where you mean, but I've
     searched the map and got rid of a few of them
-wrong texture in top spawn floor behind resupply
    -it was actually the bottom spawn, but I found it.
-side window is clipping into brush on outside buildings both sides. top door frame also to little room.
    -another little task that I'd procratinated over. Fixed now.
-pipes in basement 90 degree to stright that goes into huge pipe misaligned. Pic below
    -Fixed, both sides. good spot
-bare wall could use some arrows Pic below. Big lou has some he made for me that would work. 
    lol, they can't go straight on, because there's a big wall in front of them, so they turn left or right. Boths ways lead to the intel or other ways back out of the base. Signs and arrows on that wall would only cause more confusion/misdirection.

Thanks for taking the time to go through it so thoroughly, Vigilante
#  Feb 21, 2009 at 2:22 PM
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Vigilante212 88134
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-the exit with the little hut to the top where it goes from conc to wood you have floor texture on wall both bases
    -only if valve are naming there floor textures as wood_wall

There is the little virtical pieces that have the floor texture between the rooms its the same as the floor in the wood hut.



-hl2 textures in bottom of intel look odd, maybe think of making your own props for the metal gating also or just retexturing
    -the tunnel between those sets of gates was a bit off alltogether, and always annoyed me a little. As for hl2 textures, I'm not sure where you mean, but I've
     searched the map and got rid of a few of them

Mostly it just looked odd with the gating, and the textures for the part below the floor grates.



-angled wall section by top spawn is off the wall(rock side)
    - dunno how you noticed that, it's probably been that way since the 1st alpha biuild. good spot

I got a good eye for details. prob wouldnt notice it during a game, but I prefer to do both ingame and outta game testing.



-bare wall could use some arrows Pic below. Big lou has some he made for me that would work. 
    lol, they can't go straight on, because there's a big wall in front of them, so they turn left or right. Boths ways lead to the intel or other ways back out of the base. Signs and arrows on that wall would only cause more confusion/misdirection.

well either way it could use some detail. since its a major entrance.


Anytime man.


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Team Fortress 2


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