A channel called Die Adleraugen did a video of my map, and I talk in it at the end. And I just realized that I hate my voice and even I don't undestand what I'm saying... Anyway, if you're interested, here it is: https://www.youtube.com/watch?v=tbvPCyY3OfU
[WIP] de_alps
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Your voice is fine! Nobody likes the sound of their own voice though. I guess we're all just too used to hearing our voices from the inside, so hearing it from the outside is always a bit jarring.
Just a little warning, the boost you do at 11 minutes would probably be considered an illegal pixel walk in a lot of competitive tournaments, so you might want to consider clipping it off, or making it look more intentional.
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Quote from text_fish
Just a little warning, the boost you do at 11 minutes would probably be considered an illegal pixel walk in a lot of competitive tournaments, so you might want to consider clipping it off, or making it look more intentional.
and what about the jump/ledge at around 11:25? is that the same thing?
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Quote from text_fish
Just a little warning, the boost you do at 11 minutes would probably be considered an illegal pixel walk in a lot of competitive tournaments, so you might want to consider clipping it off, or making it look more intentional.
But it's not standing on an invisible ledge. pixel walk is if you stand on something invisible but that spot is clearly visible so it shouldn't matter much. I recommend playtesting your map a lot so these spots get used and see if they are too Over powered.
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I guess pixel-walking might be the wrong term, but I think a lot of people would frown on that, as it seems more like an exploit than a designed game-play element. Personally I would say 11:25 has the same issue. These days players expect small details to be clipped off, so a lot of people who do use it may just find it by mistake and use that privileged knowledge to their (arguably unfair) advantage.
Just to clarify here, I really enjoy exploits like this and it's fun to jump around new maps looking for interesting ways to traverse them, but that sort of "wildcard" design philosophy isn't so well suited to the competitive scene.
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Quote from text_fish
I guess pixel-walking might be the wrong term, but I think a lot of people would frown on that, as it seems more like an exploit than a designed game-play element. Personally I would say 11:25 has the same issue. These days players expect small details to be clipped off, so a lot of people who do use it may just find it by mistake and use that privileged knowledge to their (arguably unfair) advantage.
Just to clarify here, I really enjoy exploits like this and it's fun to jump around new maps looking for interesting ways to traverse them, but that sort of "wildcard" design philosophy isn't so well suited to the competitive scene.
This is mainly due to consistency in map design. People prefer 'expected' results over map designers using the game's movement and logic as they see fit. On the other side of the coin people also dislike aggressive clipping getting in the way of areas that should be traversable. Even when a seasoned player enters an area they should know what is and isn't possible without testing first.
I guess the general rule to stick to is to adhere as closely to valve's methods for clipping brushwork and what to leave accessible as possible - make your map feel familiar and predictable - people will give it more of a chance.
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sooo... umm... I checked the playtest reactions and feedback had been REALLY negative... so... I guess when I'll get the demo and watch it (when I'm near my computer) I'll see what I can do

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Quote from LapnLook
sooo... umm... I checked the playtest reactions and feedback had been REALLY negative... so... I guess when I'll get the demo and watch it (when I'm near my computer) I'll see what I can do

break down the feedback into a list of high to low priority to be worked through.
Don't think of it as problems with the map - think of it as a todo list of what to fix.
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I'm still here guys, sorry I haven't been active here for a while, I wasn't home for some time (and I also had problems with Hammer but that seems to be sorted out).
Aaaaanyways, I'm working on an update that tries to cut down the verticality and change the layout a bit based on the playtesting feedback. it won't help with the "dull rainbow sickness" problem for now, but expect it to be released in the next week or so (at least I hope)
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Great to hear. I was worried you had been totally turned off mapping after the last playtest

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some screenshots of what I've been working on:
trying to change A site for the better, this was probably the least liked part of the map
changed the rock texture for better visibility
made the mid-ramp a two way boost (well, technically CTs can strafe jump up there but that's loud and risky)
removed cliff and made this place a ramp, and also added this terrace thingy to block out a long-range line of sight that was a bit OP and to add some cover to this long rotate route.
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here's the plan: I finalize some changes, then compile the map tonight, release the update tomorrow, and submit it for playtesting. I won't be able to work on the map for a week and I want to be here for the playtest so there will be a week break. I hope you guys will like this slightly changed layout, cause after the playtest I will have to start hard-optimizing and beautifying the map if I want to make it til the deadline.
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UPDATE RELEASED!
imgur album of the new versionhttp://imgur.com/a/KaUBN
workshop link http://steamcommunity.com/sharedfiles/fi…s/?id=459909643
Changelog:
-Widened middle
-Changed mid ramp to two-way boost
-Made the B-house window larger
-Changed the B site layout
-Reduced height differences at A site and the ramp area.
-Removed cliff from a connector path and instead added a terrace to block a long-range line of sight and provide additional cover
-Added a tree at ramp for cover reasons
-Made the little wodden-thingy at ramp seem like a more intentional "pixelwalk"
-Changed cover at long A -
So recently the map started to crash at random times... now it's gotten so bad that I can't even launch the map after compiling... the compile log doesn't give any errors according to the interlopers.net error checker and I can't find what causes all this (well it seems like the displacements MAY have something to do with it, but I can't pinpoint the source) I'll keep trying but I will most likely miss the deadline
damn...I WILL howewer try to finish this goddamn map in the coming months, but it seems hopeless

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I'm out on a limb here, but if you've got any physics props dropping onto power 4 displacements when the map loads, that might cause a crash that wouldn't show up on compile.
It'd be a huge shame to give up so close to the finish line.
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Quote from jakuza
I'm out on a limb here, but if you've got any physics props dropping onto power 4 displacements when the map loads, that might cause a crash that wouldn't show up on compile.
DUDE YOU JUST F*CKING SAVED ME!!!!!! THAT WAS THE PROBLEM THAT CAUSED THE CRASHING IT SEEMS! OMG!!!
Now I'll go ahead and detail the map as much as I can.

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Okay, I just released the final submission version, however the map WILL recieve a major update (and a final release) with bugfixes and a visual overhaul, at around the end of September.
Because this update was pretty rushed (deadlie + technical difficulties) there are most likely a million fricking bugs and glitches in here, so if you find ANYTHING, please report it to me ASAP to get it fixed. (I know I shouldn't have said this but I care more about perfecting the map then winning, so I'll just make it clear that there was no time for polishing this one)
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I like what i see . I think its great you have put in such effort.
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