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21
Beta / In-Progress Maps / Re: New Map: Wasteland
« Last post by jitspoe on January 26, 2026, 02:17:36 AM »
https://www.twitch.tv/videos/2672688485 at around 1:26 has my stream video and voice chat from when we played.  Note that the VOD will only stay live for a few more days, so watch it quickly for feedback!  People seemed to like it.  There are a lot of paths to get lost in.  That can be a good or bad thing depending on who's playing.  Felix commented that his younger self would love just wandering around getting lost and finding multiple paths, but I feel like the more straightforward maps tend to be the most popular.  I think a lot of players get annoyed when they can't find their way around.

For me, the biggest confusion factor is that you have 2 identical low mid areas that are actually different, but mirrored (area with the metal team bunkers, pipes, and puddles of water).  I would suggest consolidating those into 1 single low mid path.  With that, you could also balance the path lengths to be shorter so the main center path isn't so much faster.  Low could be a straighter shot with some branches to the other base entrances.  If you absolutely must keep both paths, at least theme one to look significantly different so it's obvious what path you're on.  Maybe have one rock and one with wood or something.  Also, it took quite a while before I even realized there was a 2nd flag.  I only saw it because I spawned by it.  It's hidden away in a little tunnel that doesn't really look like a main path.  Not sure it's really necessary, to be honest, especially with the player counts we have these days.  The mid part seems fun.  I think it'd be pretty enjoyable if you streamlined the low path(s) to play more like that as well.

Some of the lighting looks a little funky -- are you using the ericw tools?  Maybe it's just the way the point lights are placed.  Perhaps if there were light fixtures to emit all the colored light it would look more natural.
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Beta / In-Progress Maps / Re: Map i forgot to post: haruko_b3
« Last post by jitspoe on January 25, 2026, 10:59:04 PM »
Here's the VOD from when we played: https://www.twitch.tv/videos/2672688485 Starts at around 36:40 (note that this will only be up for a few days).  People really seemed to like the way it looks.  There was some confusion on how to reach the 2nd flag, though.  I'd suggest taking the tunnel entrance and moving it closer, so it's on the wall right next to the flag and a much more straightforward shot to the flag.  Attached an illustration of what I mean (also noted that the sides of the wood texture need rotation -- some on the middle bridge need rotation as well).

I feel like the ice path is a bit extraneous with the number of players we have these days.  I didn't really use it.  If you do keep it, you should add a path out that doesn't require ice speed so new players and bots don't get stuck down there.
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Beta / In-Progress Maps / Re: New Map: The Scarborough Bluffs
« Last post by jitspoe on January 23, 2026, 09:26:23 AM »
Oh, I forgot to mention, the lighting artifacts are from arghrad, I'm guessing.  You could try using the ericw tools for better lighting, though that might require tweaking a lot of the light values.  I explain the settings in this video.  It's for trenchbroom, but you could tweak the BSP batch files to use the different compile settings: https://www.youtube.com/watch?v=d5BtADbOsCs
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Beta / In-Progress Maps / Re: New Map: The Scarborough Bluffs
« Last post by jitspoe on January 23, 2026, 09:16:28 AM »
Here's the Social Saturday VOD if you're curios to see somebody else play it and hear the voice chat: https://www.twitch.tv/videos/2672688485 Starts around 14-15 mins in.  It seems people weren't aware the 2nd flag existed since you can't really see it from the ground.  Perhaps you could find a way to tweak things to make it more visible and straightforward to get to.  Jumping on the hills in the back feels really awkward, so maybe you could kind of lower down part of the flag ledge and make all the ledges into more of a big ramp for smoother access to the 2nd flag and other path?  Attached an illustration (also pointed out some upside-down textures).

There are a bunch of little technical issues, but I think this bit you can see through the sky is the thing that bugs me the most (attached).

I kind of miss the white barrel on the ice path that let you hop to the bunker on the other side.

Hope the feedback helped!
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Beta / In-Progress Maps / Re: New Beta : Trainstation_beta2
« Last post by Tini on January 21, 2026, 05:04:51 PM »
For trainyard, it was to maintain the aestehtic of the map while also making the jump possible-   i like it as an easter-egg idea personally
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Clans, Matches, and Tournaments / 2025 Map Rotation
« Last post by Tini on January 21, 2026, 03:52:22 PM »
Hello- here is an archival account of all the maps that had some imapct or influence on the 2024/5 DP2 match revival

Flag 2 maps:

c1
Carpathian
dream35
Duck
G2_b2
Oth
Pbcuppforest
Pbcuprenior
pbcupsass
Pp3
Pp_sw
Prolandr
Sass4
Scoth
Tatras
Twiling
Wobluda
Zpar

Common Fg 1 Maps

Airtime
Daylight
Insight
Propaint1
Shazam22
Ubcolumbia
Xbmap1

  Alternative Maps

banlique
2fort5
back2back
broz_bluffs_b2
broz_wasteland_b4
Cream
Crimethink
dhemap
Dye32
fusionr
Garden (what the)
Greenhill
Greenpark
hmpf
icepond
Lockout
Macabre
Mirror2
nml
Nitefactor
Pbcupsanctuary (because myers said he played on it ONCE, despite 100% of the players agreed that it was a complete snore, inlcuding himself)
Pp2
Razzle
Roanoke
Rugged country
Sandtrap
Theice3
Trainstation
Tunnels_b4
Ubrooftop
Wipa
Zephyrus
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Beta / In-Progress Maps / Re: New Beta : Trainstation_beta2
« Last post by jitspoe on January 21, 2026, 09:05:17 AM »
I know you said the main speed (which I assume was the straight shot from base to base trough the upper middle) was OP, but I think most of it felt fine.  Rather than trying to find way to slow that path down, it'd probably be better to streamline the other routes.  You could potentially chokepoint it a bit more so it's easier to control and not as viable to speed through.  Could also remove the hole in the glass above the flag.

The paths to the 2nd flag feel like they're just intentionally made to be awkward.  Fine for experienced players, but they're going to be really clunky for new players and bots to navigate.  You could, at the very least, change the box next to the ramp to a set of stairs and maybe add a ladder to the path the barrel jump goes to.  I don't believe main objective should be behind trick jumps.

The tunnel texture did not appear to be included with the zipfi... wait, rar file?  Who are you?!

I'm not sure whats with the mist brushes up by the autococker, copied from Tini's map.  Is there a reason you want it to look like you can't pass through but you actually can?
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Other Stuff / Re: Legendz
« Last post by Legendz on January 18, 2026, 03:04:12 PM »
<3
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Beta / In-Progress Maps / Re: New Map: Brozmap (xbmap1 remake)
« Last post by jitspoe on January 17, 2026, 09:18:35 PM »
Yeah... don't trust chatgpt.  You should only make things detail that won't have any chance of blocking line of sight.  Things like the wooden frames on the bunkers and such.  The only thing the detail flag really does is speed up vis times.  If you're using the ericw tools, it seems -nodetail actually just disables the detail flag and -omitdetail removes the detail brushes.  Since you're in BSP, though, you can just do group|omit detail to see what's detailed.  I'd suggest this:

- Select everything (~ key)
- Press the [-Det] button to remove all the details.
- Explicitly select the frame brushes and such and press [+Det] to add detail to those.

I tried compiling with -omitdetail and huge chunks of map are missing that should be blocking line of sight like the terrain, and there's even an open gap to the outside here which is probably why vis'd so poorly.
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Beta / In-Progress Maps / Re: New Map: Brozmap (xbmap1 remake)
« Last post by MyeRs on January 17, 2026, 11:09:24 AM »
You still have a bunch of stuff visible through these walls.  You sure you don't have the detail flag on them set?  Even without hint brushes or any fancy stuff like that, these areas still shouldn't be visible.

I believe you can compile the map with -nodetail to hide all the detail brushes and make it apparent what's hidden that should be blocking vis.  Also, if you're using BSP, you can do Group | Omit detail to hide all the detail brushes and see if there's any gaps or missing walls allowing line of sight.  Sadly, I don't think there's anything like this in Trenchbroom.

I use BSP.

I originally had everything set to detail except outer edges of the map because chatgpt told me to... and then I selected all walls and checked detail box and then "remove contents". I assumed it worked because it r_speeds were down by 500-1000 in most spots. I also used hint brushes along those walls as one of my trying methods to reduce r_speeds....

I'll try compiling with -nodetail or group/omit detail to see what I'm doing wrong.
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