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View Poll Results: Rock textures?
nature/blendrockdirt007d (old screens) 54 38.03%
de_dust/rockwall01 (new screens) 48 33.80%
nature/rockwall009b (see hammer) 16 11.27%
halflife/-*out_rk* (hl: source & hl1) 14 9.86%
other (please specify in a post) 10 7.04%
Voters: 142. You may not vote on this poll

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Old 10-01-2005, 07:44 PM   #341
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I really wish people would stop sing the rock props : ( they always seem out of place. At least disable shadows on some of the oens that are casting really strange ones, allright?
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Old 10-01-2005, 07:56 PM   #342
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This ladder looks a bit awkward, it has a very abrupt end at the top...
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Old 10-01-2005, 07:59 PM   #343
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Quote:
Originally Posted by nagual678
i don't know if i sounded agressive (sorry then) or if you intended to, but no, i don't have another texture. maybe i wouldnt' use orange at all, yellow/black striped could look good too. just a suggestion.
nooo , not the whole thing striped, awww my eyes! !
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Old 10-01-2005, 09:14 PM   #344
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You gotta be kidding me with that orange?

It's to bright and to coloured as looking to the other textures.

Other then that, nice!

I'm looking forward to play
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Old 10-02-2005, 01:01 AM   #345
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I think this would be a viable solution to the ladder problem. Often concrete is used in these cases to form a support for the ladder instead of the earth directly, so my suggestion is you add a concrete formation in the manor shown in this image, thus the ladder can remain straight.

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Old 10-02-2005, 01:09 AM   #346
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Holy crap, this map looks awesome.
100% badlands all the way (and that was my favorite map)
I am duly impressed.

Also, cruor was right. [imperitive command]Do this:[/imperitive command]
Quote:
Originally Posted by Cruor
P.S.: Is that sand/rock a blend texture?
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Old 10-02-2005, 06:25 AM   #347
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Quote:
Originally Posted by Nezumi
Holy crap, this map looks awesome.
100% badlands all the way (and that was my favorite map)
I am duly impressed.

Also, cruor was right. [imperitive command]Do this:[/imperitive command]
Quote:
Originally Posted by Cruor
P.S.: Is that sand/rock a blend texture?
thx for the idea cruor

the rock is indeed a blend texture, but i have some problems with the sand (texture is from a different scale and it doesnt look to good with those stretched bumpmaps )




ok, bad try, this red is even worse than the previous texture

Quote:
Originally Posted by Cruor
I think this would be a viable solution to the ladder problem. Often concrete is used in these cases to form a support for the ladder instead of the earth directly, so my suggestion is you add a concrete formation in the manor shown in this image, thus the ladder can remain straight.

do you also have an idea for the ropes in the central canyon?
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Old 10-02-2005, 12:17 PM   #348
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Why change the flagroom =/
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Old 10-02-2005, 12:21 PM   #349
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Quote:
Originally Posted by bokko
Why change the flagroom =/
first becous you chould place a sentry outside that can kill you when coming out.
second now you can get on the grate , cover and throw grenades to the sentry,
and third (donno why this should be usefull), if you stand on the uppper grate you can throw the flag into the upper section. (maybe to a teammate who takes it throug the sniper towers to his base, alternative flagroute )
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Old 10-02-2005, 01:40 PM   #350
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Okay well it's not like I even know how this will play when ff is out so maybe this is a good thing. =D However, in tfc the biggest problem with the flagroom on this map is that it's very hard to overcome the demoman and general spam. You can't throw the flag out because of the ladder so you are forced to kill the demoman and hope that noone is throwing random grens into the pit. You are very vulnerable in the bottom of the pit and while climbing the ladder. Get killed while carrying the flag up the ladder and it will fall back to the bottom again.
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Old 10-02-2005, 01:57 PM   #351
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Quote:
Originally Posted by stino
do you also have an idea for the ropes in the central canyon?
Yeah I'd suggest doing it something like this perhaps.



I think it should work.
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Old 10-02-2005, 03:14 PM   #352
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Quote:
Originally Posted by bokko
Okay well it's not like I even know how this will play when ff is out so maybe this is a good thing. =D However, in tfc the biggest problem with the flagroom on this map is that it's very hard to overcome the demoman and general spam. You can't throw the flag out because of the ladder so you are forced to kill the demoman and hope that noone is throwing random grens into the pit. You are very vulnerable in the bottom of the pit and while climbing the ladder. Get killed while carrying the flag up the ladder and it will fall back to the bottom again.
thats why the second grate is for, you can stand there, out of range of grens
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Old 10-02-2005, 05:14 PM   #353
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With the ladder concrete, have the concrete cut INTO the rock. It'd look better.
Also, the FR exit looks far spammier than the old one. If you plop, well, anything there, the offense has nowhere to go. (Demo or HW especially)

As for the defense being able to put a SG there, to deter exits... that's the whole point of maps: the defense being able to stop the offense. The SG adds another level of toughness to it, you can either conc/explosive jump out and run the risk of having to go through the enemy's d again, you can throw some nades at an SG, or you can try to speed your way past the SG, or at least far enough so you can get a good toss. Badlands is a map that's all about teamwork.

And as for that grate, that's gonna make it a LOT harder to conc out. Just have a little ledge, like back in the day.
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Old 10-02-2005, 05:58 PM   #354
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Quote:
Originally Posted by Etzell
With the ladder concrete, have the concrete cut INTO the rock. It'd look better.
Also, the FR exit looks far spammier than the old one. If you plop, well, anything there, the offense has nowhere to go. (Demo or HW especially)

As for the defense being able to put a SG there, to deter exits... that's the whole point of maps: the defense being able to stop the offense. The SG adds another level of toughness to it, you can either conc/explosive jump out and run the risk of having to go through the enemy's d again, you can throw some nades at an SG, or you can try to speed your way past the SG, or at least far enough so you can get a good toss. Badlands is a map that's all about teamwork.

And as for that grate, that's gonna make it a LOT harder to conc out. Just have a little ledge, like back in the day.
what do you mean with cut into the rock
what do you want with the flagroom, the inner grate at the same hight as the exit?
and you cant build sg's everywhere you want!!

upper grate away (i leave only the edge) and the lower grate a little higher? or make it possible to go down ? (new route :d)

a demoman could blast a hole in the grate and an engineer should repair it, while repearing cost more time than destroying ...
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Old 10-02-2005, 06:05 PM   #355
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Instead of having the concrete sticking out, have it look like the rock was cut and concrete was poured. Or maybe not.
Just remove the grate, you'll be fine.

Make the FR exit more like what it was, it looks very, very cramped, and even easier to defend.
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Old 10-02-2005, 06:32 PM   #356
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Quote:
Originally Posted by Etzell
Instead of having the concrete sticking out, have it look like the rock was cut and concrete was poured. Or maybe not.
Just remove the grate, you'll be fine.

Make the FR exit more like what it was, it looks very, very cramped, and even easier to defend.
like it was?
how was it?
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Old 10-02-2005, 06:45 PM   #357
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It was bigger, or at least, it looks bigger. The one you made looks cramped.
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Old 10-02-2005, 06:47 PM   #358
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Quote:
Originally Posted by Etzell
It was bigger, or at least, it looks bigger. The one you made looks cramped.
you can jump in this one, and you can stand with 2 players in the hole
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Old 10-02-2005, 10:37 PM   #359
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Yeah, the FR exit was really cramped in the original.
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Old 10-03-2005, 02:51 AM   #360
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I don't mean the hole, I mean the room. This room looks tiny.
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