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First some details: I was connected to the server and not on singleplayer, also i was the only one on the server.
1st Bug --Monocolus not attacking--: At the end after BLU captures all the points, you are sent to the Underworld and yesterday Merasmus spawned and he was attacking me. Today Monocolus spawned and he was not attacking me at all. I tried doing everything but nothing. He just didn't want to attack at all.
2nd Bug --Mistake in the Underworld text--: Again after BLU captures everything you are sent in the Underworld and when you get teleported there it says Survive *UNTILL* the gates open. Until has 2 LLs when it should have one.
I'm gonna try the map more later and if i find others i'll let u know. Again the map is amazing and hope to see it in game!
As for monoculus, we havent figured out why it has turned itself as pacifist. Perhaps this is due to him being annoyed by being used all the time as a monster in many maps. Horseman doesnt seem to care, nor does merasmus,which you also encountered. It currently also has a bug that we're trying to sort out.
Thanks for the bug report, as well as the kind words. I'll be happy to hear more issues and feedback!
Another thought...does Monoculus work right if you spawn him on the capture point area of the map? Perhaps Monoculus doesn't "trigger" automatically in the type of area that it's spawning in and needs a trigger timer or something.
I've used monoculus successfully in three of my previous maps and never had issue like this before. Theres couple of things different on this map, that can cause this behaviour to happen.
I believe that the teleporting of players to the underworld makes them not appear as targets no longer. Usually players spawn from an entity called info_player_teamspawn that is marked either RED or BLU. In the underworld, they spawn from info_target entity, that is named according to the teleport targets for this reason.
I will do some tests and see if this is the cause. If not, theres little we can do but perhaps remove it or change the spell itself, which i wouldnt want to do.
PS: Never experienced this 0 health this, could be usefull to find more information about this.
Thanks.
That might be it. Although, I know that Monoculus will attack an engineer's sentry if it shoots at it and hits it and if a sentry spawns as an info_target entity too then that's not it because the second time I encountered Monoculus it had more health and didn't shoot at me after I did 54 damage to it.
I'll keep testing...any chance to play on a Halloween map this close to Scream Fortress XI is awesome! Thanks for opening up testing to us pubs.
I was on the RED team and Point C had just been captured when I cast a Minify spell (mousetrap icon) to make me tiny then entered the underworld. It was strange that I didn't get awarded the spell hovering over the portal (though not sure if a spell can be picked up while a previous spell is active). When I returned I walked around a wooden ramp in the spawn room and died when unvuln from the underworld wore off (console said I suicided).
I have uploaded a demo of it to my OneDrive space at https://customproductmanufacturing-my.sharepoint.com/:u:/g/personal/steve_customproductdesignanddevelopment_com/ETaWJhQQ34VLqgOh-wfm0T0BN_TGQyHU5ndPlpXbqJ1s2Q?e=sIHcen
Scroll near the end to around time index 54700 and play it.
Thanks for this. I watched the demo and even though if you have invulnerability from underworld, that ending spell will kill you, unless you stand in a ground that is mostly flat. Slope, ramp, similar, will kill you unless you are in the air at the time it ends.
They added this death into the game so that people cannot go underground when they grow back and start exploiting.But in maps like Brimstone, its very annoying since in it, everyone can be tiny at the same time. I reported this issue to Valve when it went official but didnt hear anything back about it. I guess its a solution to an issue that is a lot harder to fix in any other way.
Got an idea already, will do. Thanks.
-by point B there's a pumpkin hanging and i think it'd be pretty neat if you could stand on that
-on the other side of the wall where said pumpkin is there's a balcony type thing that has no collision and it feels kinda weird to me
-the ghost that pops out of B when you cap it has no scaring effect, i don't know if that's intentional or not but it feels a bit weird
-it would be so much easier to get into the portals if the wells took you to hell if you touched the sides of the well as well
-the pit covered up by boards with a faint purple glow around the middle of the map would be really cool if whenever the portals open the boards over the pit break and make it a death pit, and whenever the portals close the boards float back to where they were before with MAGIC
Really good map though, hope it makes it in this year!
Edit: well i'm kinda hyped up on halloween spirit right now so i found some more bugs and i got a couple more ideas as well. Also i have a few screenshots corresponding to the bugs and stuff i mention so you can check those out in my screenshot collection on my profile
-Dying in the water stuff in hell tends to have a lot of extremely bright blue colors inside of the water which seems a lot like how light acts outside of a map. This happens in both the regular hell area and the hell area after the last point is capped
-You can kinda clip inside a decent amount of the rocks in the regular hell area. Most of said rocks are right where you spawn in that hell area
-Dying in the waterfall in the base map lets you pretty much see through the map
-near red team's initial spawn, if you jump at a specific angle at a roof part of a building will disappear. Additionally if you jump at the same spot at that place only the windows on that building will disappear
-both of the lampposts near control point C have no collision
-the texture on one of the giant spool looking things is a bit messed up. it kinda bleeds through the top of the spool and a bit of the texture is missing
-An area behind some of the buildings that soldiers, demos, scouts, and probably pyros can reach (above point A) looks pretty bland, maybe add a few dead trees?
-The rickety stairs over point A have no collision which feels a bit weird to just phase through them
-all of the bosses in the final zone after the last point is capped seem to have weird tracking issues as the horseless headless horseman seems to just go back to the mid area every time you go back to relatively where you spawn and merasmus seems to have trouble actually getting to the person
-The map tends deconstruct itself if you sticky jump in certain areas
-There is no bottom part to the exit from the regular hell area
-there's a bit of a texture missing on a roof around point A
-also maybe add a bit more pumpkin bombs?
There are some things that i cannot fix, and one of them is the boss distance. They basically stay near control point area and take a certain range out of it. So yeah, you can outrun them if you must at times.
Another is the disappearing roofs and such if you go high enough. These appear in several maps and its just the way the map draws out things vs normal world and 3dskybox.
Theres few things that i didnt understand. Can you explain more? Like:
-There is no bottom part to the exit from the regular hell area
-An area behind some of the buildings that soldiers, demos, scouts, and probably pyros can reach (above point A) looks pretty bland, maybe add a few dead trees?
After capping all points and arriving in hell, the HHH only sometimes targetted me, despite me being the only player, don't know if that's a bug or game mechanik.
I also love the litle easter egg across the first blue spawn, if you rocket/sticky jump up the roof and on the pipe, you can slowy walk over to the fence and see signs saying the makers names.
Overall, an outstanding map with crazy attention to detail. Would have wanted this instead of Precipice.
(Sorry for bad sentence structure/grammar, english is not my first language)
The HHH logic is that it attacks about 1000 units away from the point (there is an uncappable hidden point under the map just to make it work like this even) and gives up after that. Cannot change that, so it is what it is.
You are also propably the first one who found those signs. Good work.
I have update in the works, but this week i've kind of being busy so its not out yet.
Thanks for your kind words, grammar is fine. Mine isnt perfect either :)