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You know what, don't ask questions, this is TF2.
http://www.teamfortress.com/post.php?id=25647
According to Uncle Dane's recent "I visited Valve" video, it sounds like the "Jungle update" might be similar to the Invasion update, with one Valve-made map and additional fan-made community maps. Well, I don't know details. But figuratively jumping up and down and waving your map to catch their attention to its existance can't hurt. It's already been extensively played on community servers.
So, even if I would be happy if they are interested in the map or elements of the map (assets used in the map are available), I'm not sure it will fit ... and I'm sure they can contact me if needed.
Anyway, thanks for your interest in Angkor, and good luck to anybody working on this Mayann update. (always nice to have some stuff related to ancient civilizations !)
- added forward spawn for defense in stage C
- some tweaks to geometry in stage A in order to break some line of sights and help a little bit more the offense
- fixed some bugs with elevators and doors related to the capture points
- updated visuals for lights (adding sprites and light beams)
- fixed minor bugs with team_control_points properties (wrong hud icons, disable sounds, hiding the final CP)
- various other minor bugs (texture alignments, clipping, etc...)
I started working on an update for the map a few months ago (mostly adding a forward spawn for red in stage C and breaking some line of sights in stage A), so if I find the time and motivation to finish a _rc2 version, I'll look into the problems you reported for sure.
About the elevator in stage 3, it's kind of hacky yeah, because I move the elevators and the payload independently (so that you can see the cap progression in the hud), but there might be a better way to do this.
Not sure why I changed the HUD icon for the first CP too ...
I can tell care was put into this map and found a few problems:
1. The control points that raise the gate or elevator have a bug when two players from opposite teams stand on them making it contested. Instead of stopping, the lift gets bugged and only fixes itself when the players get off the point and get back on.
2. On the elevator in stage 3, the cart never stays on top of the lift. I suspect you know this because you teleport the cart when it is supposed to reach the top.
3. Some of the payload control points are missing the "Disable sounds" flag so you can hear the payload cart being captured.
4. Some of the control points have weird HUD team icons..The first control point on the first stage has 'HUD icon RED' set to 'sprites/obj_icons/icon_obj_4_red_locked' (the ones from cp_junction right?) Normally not a problem, but it is confusing for STT
Good work!
http://tf2maps.net/threads/angkor.14299/
http://tf2.gamebanana.com/maps/173638
Sometimes players don't understand that they have to stand on a point above.. :)
I love their logic.
Better wait for TF2 updates :)
You can manually copy the .bsp to a folder where you can load the map in game, or try to find a server playing the workshop map, but I guess it's better to just wait for updates so that everything is well integrated within the game.
For bots, they will not work on the current version. I'll try to update the map soon so that it has what's needed for bots.
*delete the quotation marks*
Thanks for the comments everybody !
By the way, if someone has a server demo of a game on this map, I would be interested if you can upload it somewhere, so that I try to do a video with it. (I did one to present the map with an old beta version, but I would like to make one with this version)