Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It seems that the model is just a standard wooden cart, and every object on top is placed on top of it "externally" (separate models). This is evidenced by the outline only affecting the wood part and not the rest.
Would there be a way to export the wood part + everything on top of it as a model? I don't know how to use Hammer, and if that's even possible to begin with. If you could help, that would be extremely useful, thank you.
I don't know if it was y'all's decision or Valve's but Monoculus had his spawn rate wildly reduced. I played 6 long games on this map this week and not ONCE did he spawn in, meaning there were zero opportunities to even... get into the Underworld! 😡
sorry if any of this comes across as rude but getting rare spells/into the Underworld is incredibly poorly designed. nice work on the kart tho 👍
I hope you understand my reasoning
Thanks you very much, especially for talking pumpkin =)
Also, what is in the vase which is on the cart =D?
I seem to remember that Laughter had a similar edict problem (and crash) last year, but that was related to the minigames in each team's spawn that kept creating new entities everytime the minigame reset, so i'm not sure what would cause it here.
thanks!
@fiend Thanks for the reports, yep, definitely a clip brush was passing through the BLU spawn ceiling, from the previous fixed exploit, kinda dumb for my part, I apologize, was a very small area so it slipped by, should be gone in next update, atleast is not gamebreaking but will be annoying, for now.
And about the occluders, your definitely right, I completely forgot about them! I added them back, thanks very much too!
There are buildings on the Second point (mostly by the upper part) that are visible from first, but in some locations on first are also visibly culled out.
I also noticed that, like Hassle Castle, this map is missing occluders that the original map had.
Newer versions of BSPSource seem to decompile occluders almost perfectly, so I'd love it if you could look into that as well. Luckily the lack of occluders doesn't hit this map as hard as it hit Hassle Castle, so they aren't necessary needed here.
It looks like on the new version of Bloodwater, the hallway that leads to the left door in Blu's first spawn has a really big invisible wall in it now (In the corner by the door).
I'm about 90% sure its a nodraw cube since its affecting lighting and its super dark there as well.
It's also visible with r_drawclipbrushes, which reveals there is also a clip brush next to it that matches other clip brushes where there are pillars, but there is no pillar here.
Also the coffin in this hallway is missing some collisions and the player can walk inside of it a bit.
Thanks for the map, It's really good!
@GRN Heavy I agree, I kinda hated them a bit, only the skeleton king will spawn now, should be better, since it actually drops something (the rare spell), thanks too!
felicitaciones que valve te lo haya puesto en el juego, te lo mereces cabeza te dije siempre que tus habilidades con hammer eran de lo mejor
We improved what you mentioned and other stuff from other sources.
It will be a while for the changes to be implemented in the game each time something is changed, I hope that's okay.
Anyways, I hope you guys are enjoying this rather old map (from 2016)!
Sidenote, we are working on a "remaster", basically improving the entire aesthetic side of the map. I don't expect the TF Team to ship it, since it will be very different from the original vision of the map launched yesterday. But it will be interesting, we improved a lot since 2016!
Thanks again!