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(I'm into fat bitches!)
Water sections in TF2 are nothing new (two maps featuring this launched with the game) but on a scale like this? Unheard of unless you count the underwater spell on Carnival of Carnage.
While this has no doubt been playtested extensively (atleast I presume as much) It remains to be seen how the playerbase at large will go along with it, I can imagine this (or at least the first area) will be a controversial one to say the least.
At any rate, the Neon annihilator detachment will have a field day.
Kudos to you, and your team!
The first area has plenty of alternative approaches and is almost impossible for red to regain (upward) ground in, so the open elevator tends to resolve itself even if things go awry.
The underwater, sideways elevators, and pathing I'm keeping an eye on with how players approach and adapt. They're a bit overwhelming with options so I'm looking into modifications to simplify play there.
Red side navigation (towards A and B) should be addressed with an upcoming spawnroom and pathing change.
Having the cart switch start from being on a very, VERY open elevator, then to an underwater section, to then being on a moving platform that's going sideways. Is just too much. It causes such a headache for those trying to push the cart.
Not to mention the sheer amount of different pathways to go. I get having flank routes, but having this many just makes it difficult, and confusing to get to where you need to go.
(This is more of an issue on the Red team,) But I sometimes get lost just trying to find the correct ramp to climb to get to the next point. It's so frustrating.
If I can give props where it's due, the custom assets are great. I especially enjoy the final cap, where the massive shark explodes. That was really gnarly. And I loved it!
But I'd much rather have a simple, fun-to-play map. Rather than a map that's more fun to look at, than it is to play on.
The colors and the way the buildings are shaped are way off compared to what you'd normally see in other maps
Water has been given working DirectX 8 fallback parameters. This should address some visual bugs with water on -dxlevel 80 and 81.
A work in progress finale cinematic has been added. We'll be polishing it up over the next few days.
so this is very accurate
https://steamcommunity.com/app/440/discussions/0/1489987634004111662/
https://steamcommunity.com/app/440/discussions/0/1735465524706853519/