Author Topic: Official CCT3 "FIX IT" Thread  (Read 13260 times)

Jacob

  • *
  • Posts: 2171
  • Actively Killing The Game
    • View Profile
    • Stream
Official CCT3 "FIX IT" Thread
« on: September 11, 2014, 05:04:16 pm »
Please post any problems you find on the maps / any suggestions for improvements in this thread. It's hard to remember everything when people just randomly message me with problems. We have plenty of time to fix things as long as we know about them. Even general complaints like "x map doesn't have enough ammo" or "y map needs more pills" is good feedback and something we can work with.

Corgi

  • *
  • Posts: 22
    • View Profile
    • DD2N.COM
Re: Official CCT3 "FIX IT" Thread
« Reply #1 on: September 13, 2014, 09:51:33 am »
uz_escape
https://www.youtube.com/watch?v=J36FoE222pA

These two events occurs in the safe room.
:player_left_checkpoint
:player_entered_checkpoint

estoopi

  • *
  • Posts: 710
    • View Profile
Re: Official CCT3 "FIX IT" Thread
« Reply #2 on: September 13, 2014, 11:35:54 am »
uz_escape
https://www.youtube.com/watch?v=J36FoE222pA

These two events occurs in the safe room.
:player_left_checkpoint
:player_entered_checkpoint

I THINK this is what Jacob and I were experiencing where you could leave the safe room before actually leaving the building you start in.  As a result, we had to limit the tank spawn to > 60% so that a tank wouldn't instantly spawn and would be unable to reach the survivors.

Either way, we cannot control the attributes of the nav and can't fix this as far as I know.

I'm actually more concerned with why/how you have safe room pills laying on the table there.  Why is that?  EDIT: I guess you didn't necessarily have to have promod loaded to show the bug you were showing us. ^_^
« Last Edit: September 13, 2014, 11:39:54 am by estoopi »

NF

  • *
  • Posts: 1098
    • View Profile
Re: Official CCT3 "FIX IT" Thread
« Reply #3 on: September 13, 2014, 12:22:14 pm »
I THINK this is what Jacob and I were experiencing where you could leave the safe room before actually leaving the building you start in.  As a result, we had to limit the tank spawn to > 60% so that a tank wouldn't instantly spawn and would be unable to reach the survivors.

Either way, we cannot control the attributes of the nav and can't fix this as far as I know.

I'm actually more concerned with why/how you have safe room pills laying on the table there.  Why is that?  EDIT: I guess you didn't necessarily have to have promod loaded to show the bug you were showing us. ^_^

You could throw some props and clip brushes over the affected areas.

EDIT: Hmm, I wonder if it's possible to throw a func_nav_attribute_region with flag 2048 (checkpoint) over that area using stripper. Could be another fix.
« Last Edit: September 13, 2014, 01:02:59 pm by NF »

Moscow

  • ***
  • Posts: 138
    • View Profile
    • Steam
Re: Official CCT3 "FIX IT" Thread
« Reply #4 on: September 19, 2014, 08:50:43 pm »

SiDEWAYSBOX

  • ****
  • Posts: 270
    • View Profile
Re: Official CCT3 "FIX IT" Thread
« Reply #5 on: September 19, 2014, 08:51:53 pm »
Make it one server per match. gg

ninja

  • **
  • Posts: 88
    • View Profile
Re: Official CCT3 "FIX IT" Thread
« Reply #6 on: September 20, 2014, 01:59:51 am »
fix all things that are broken.

Artifacial

  • ***
  • Posts: 209
    • View Profile
Re: Official CCT3 "FIX IT" Thread
« Reply #7 on: September 20, 2014, 02:03:22 am »
Just played Dark Blood 2. Firstly, pretty average map for high ping, international play. That aside, finale tank spawned in an area slightly below the main part of the map. It wasn't immediately clear where to go. Jumped down, since theres a ladder there which implies you can climb back up. When at the bottom, you jump right through the ladder, meaning you're stuck.

Should block it off or fix it.

Jacob

  • *
  • Posts: 2171
  • Actively Killing The Game
    • View Profile
    • Stream
Re: Official CCT3 "FIX IT" Thread
« Reply #8 on: September 20, 2014, 02:08:07 am »
gunna need a screenshot to know what u are talking about

Artifacial

  • ***
  • Posts: 209
    • View Profile
Re: Official CCT3 "FIX IT" Thread
« Reply #9 on: September 20, 2014, 08:33:21 am »
Here you go. It's not really a problem if you've played the map. Obviously you just go up, however if you look behind you, you see the ladder which implies if you jump down to level 2 you can climb back up. Nope. Golden rule: stay off level 2.


MrDoodlebugs

  • **
  • Posts: 53
    • View Profile
Re: Official CCT3 "FIX IT" Thread
« Reply #10 on: September 21, 2014, 01:58:55 pm »
http://cloud-4.steampowered.com/ugc/37475921085097757/CB3D7FED7D099FE3E0639D1A6C2BDC8439FA92D3/ purpletree got punched a mile across the sky and landed on a fireescape :D  arena of dead map 4 first tank.

MrDoodlebugs

  • **
  • Posts: 53
    • View Profile
Re: Official CCT3 "FIX IT" Thread
« Reply #11 on: September 21, 2014, 03:37:23 pm »
Dark Blood 2 map 3 Tank: [75%] Tank spawned literally a foot in front of me and we all went burger on it.

yams

  • ****
  • Posts: 284
    • View Profile
Re: Official CCT3 "FIX IT" Thread
« Reply #12 on: September 29, 2014, 03:53:42 am »
Map 1 Diescraper: l4d2_diescraper1_apartment_34
Tank/(Infected?) stuck spot, causes a warp onto survivors, do not use, people should be informed of it before bad things happen outside of custom campaign pugs at 3 AM.


more angles here, imgur album

sinclair

  • *****
  • Banned!
  • Posts: 1858
    • View Profile
Re: Official CCT3 "FIX IT" Thread
« Reply #13 on: September 29, 2014, 11:18:50 am »
i dont know if you can modify tank spawns but like the other guy said above me there are several on dark blood where he is either 2 feet infront of you (right by the button of the event map 3) or right above you (map 1, map 2 by the elevator). considering all this, i havent seen any saferoom made on this campaign in any of the games ive played on it

estoopi

  • *
  • Posts: 710
    • View Profile
Re: Official CCT3 "FIX IT" Thread
« Reply #14 on: September 29, 2014, 11:48:26 am »
i dont know if you can modify tank spawns but like the other guy said above me there are several on dark blood where he is either 2 feet infront of you (right by the button of the event map 3) or right above you (map 1, map 2 by the elevator). considering all this, i havent seen any saferoom made on this campaign in any of the games ive played on it

EDIT:  I know how to make it so the tank always spawns on the other side of the event area if he spawns after the elevator.. maybe i should do this?     Same kind of thing I did for spawning the insta-tank on the mansion roof in I hate mountains...   :x...   luckily dark blood isn't until next week :)

EDIT 2:  We should do this for map 3 of Dark Blood as well..

Regarding the late tank spawn on map 2 of Dark Blood:

I understand the concern...  I feel like the only way to properly take that tank is to make sure everyone on the team is grabbing onto their butts and then have 1 guy creep forward to spawn the tank and then pull back quickly... because yes the tank is on the crates directly above and in front of that guy..... 

Then again, if the opposing team knows this, they can easily put a smoker up there and/or jockey and that guy who spawned the tank is basically screwed... / no way for the survivors to save him.

I hate blocking tank percentages personally because I'd rather have excitement and craziness than boring repetition.

So, my vote goes towards keeping that tank unblocked, but it's more of an irrational "I want to see blood" kind of thought process.

I think the tank is managable...  I just think by the time people make it up the elevator, they are so paniced and retarded, that they can't appropriately fight a tank.

Another Idea:  make something climbable near the top of the elevator so the survivors can climb over the crate right there and drop down into the lower-elevator area through the vent (normally only infected can use this)... that way survivors can back up and go back downstairs.. which seems like it'd be a very managable tank fight area.....  although i guess the issue is survivors usually insta-wipe :/

end rambling..
« Last Edit: September 29, 2014, 11:51:56 am by estoopi »

 

A dedicated community website to competitive L4D and L4D2, ran by the community, for the community. L4DNation supports all continents of play and focuses on bringing together the community as a whole to a central hub of information.