Team Fortress 2

Team Fortress 2

BETA - Intrusion B4
 This topic has been pinned, so it's probably important
Harritron  [developer] 1 Jul, 2018 @ 11:44am
Bug Reports and Suggestions
If you are reporting a bug, please specify what area of the map it is occurring in, and what exact thing is breaking. A screenshot would be appreciated, if possible.

If you are making a suggestion, please try to be clear on what you think should be changed or added.
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Showing 1-15 of 40 comments
Harritron  [developer] 1 Jul, 2018 @ 11:45am 
Currently there is a Missing texture and Cubemap issue, will be fixed in the coming hour.
Harritron  [developer] 1 Jul, 2018 @ 1:56pm 
Originally posted by Harriϯroɲ:
Currently there is a Missing texture and Cubemap issue, will be fixed in the coming hour.
Fixed!
Dèlila 2 Jul, 2018 @ 12:36pm 
I dont know if anyones said it yet, but the railings on the ledge near the waterfall and crane on the first point arent solid. You can run through them and fall off the edge. Also some of the boxes (the metal ones you can run through) are floating. Other than that my only real issue so far is with the first spawn. Theres only the one area and its really small with an even smaller path to the point. Id suggest either opening that up more or adding alternate exits from Blu spawn.

Also some nitpicks, the stairs you used as beams on the second point look weird. You can probably just replace them with a wooden plank. The sewers on the third point also clip through the walls and stuff. just a heads up.

Other than that great map!
Harritron  [developer] 2 Jul, 2018 @ 12:57pm 
Originally posted by ♥ Jaiden ♥:
I dont know if anyones said it yet, but the railings on the ledge near the waterfall and crane on the first point arent solid. You can run through them and fall off the edge. Also some of the boxes (the metal ones you can run through) are floating. Other than that my only real issue so far is with the first spawn. Theres only the one area and its really small with an even smaller path to the point. Id suggest either opening that up more or adding alternate exits from Blu spawn.

Also some nitpicks, the stairs you used as beams on the second point look weird. You can probably just replace them with a wooden plank. The sewers on the third point also clip through the walls and stuff. just a heads up.

Other than that great map!

Oops, looks like I missed come clipping there. Just fixed that for next release. As for the boxes, I still need to add support beams underneath them.

As for first point, the next release will signifigantly change the gameplay of the map. After the map was tested on a TF2Maps testing imp, I found that A just wasn't working out, so I decided to remove it entirely from the map. B will become A, then C will become B. Also, the doors around the waterfall that were closed at the start will now be open from the start.

Those stairs you mentioned are a placeholder model temporaily. The sewers though will be fixed.

Thank you for the feedback, this really helps speed up development.
cat funt 3 Jul, 2018 @ 6:59am 
can yu dive into the water? itd be hard if there was like pipes under there leading under the point. and water never been explored heavily in tf2 maps
Last edited by cat funt; 3 Jul, 2018 @ 6:59am
Harritron  [developer] 3 Jul, 2018 @ 7:48am 
No, there is glass above the water. You need to go into one of the pipes to get to the underwater area.
BaharrothBluu 4 Jul, 2018 @ 3:53pm 
I'd recommend changing the name to something like "Interception" to fit with the naming theme of most tf2 maps
Harritron  [developer] 4 Jul, 2018 @ 7:02pm 
Yea, the current name is just a beta placeholder name. Next beta release I will change the name of the map to something better.
76561198088409502 (Banned) 5 Jul, 2018 @ 5:59am 
do you want to feature this map into tf2?
i really dont see the lazers very appealing as a hazard in the map
i like the maps design and i would really like getting help from you while mapping!
good map either way
Harritron  [developer] 5 Jul, 2018 @ 8:09am 
Actually, before you posted this, I already decided to remove the lasers for next release.
Barely Competent 6 Jul, 2018 @ 12:57am 
Originally posted by Unbind E:
I'd recommend changing the name to something like "Interception" to fit with the naming theme of most tf2 maps
That would be really outside TF2 naming conventions and would better fit CS. The current name seems fine, although a simpler name like “facility” could work.
Barely Competent 6 Jul, 2018 @ 12:58am 
There appears to be some issues with shadows, and the B point seems very cluttered gameplay wise, and could use better cover from the sightline.
Last edited by Barely Competent; 6 Jul, 2018 @ 12:59am
Harritron  [developer] 6 Jul, 2018 @ 8:39am 
Originally posted by Barely Competent:
There appears to be some issues with shadows, and the B point seems very cluttered gameplay wise, and could use better cover from the sightline.
Which area is the shadow issue occurring in? As for B, the next update will remove point A from the map, and turn it from 3CP to 2CP (as it means more balanced gameplay), meaning B will become A. I want A to provide some cover for engies and other classes while not being too choky, which is why those containers are there to block the sight line, but still allow players to move through them. A (former B) does have plans to rearrange these containers in the future.
Barely Competent 6 Jul, 2018 @ 6:00pm 
Originally posted by Harriϯroɲ:
Originally posted by Barely Competent:
There appears to be some issues with shadows, and the B point seems very cluttered gameplay wise, and could use better cover from the sightline.
Which area is the shadow issue occurring in? As for B, the next update will remove point A from the map, and turn it from 3CP to 2CP (as it means more balanced gameplay), meaning B will become A. I want A to provide some cover for engies and other classes while not being too choky, which is why those containers are there to block the sight line, but still allow players to move through them. A (former B) does have plans to rearrange these containers in the future.
Oh..... The container thing could be very possible, as this is what Granary achieved. The concept for the current point A (having it next to a waterfall) actually looks very interesting gameplay wise and is very aesthetically pleasing, so I would advise not to remove that point, or at least keep the area.
As for the shadows, specifically the area with the current A point has some clunky looking shadows.
Last edited by Barely Competent; 6 Jul, 2018 @ 6:04pm
Barely Competent 6 Jul, 2018 @ 6:10pm 
I especially love the view of the farmland from the waterfall! However, the skybox cards for the farmland need a bit of fixing up aesthetic wise.
Also for the current B point, the use of the “Yeti Cages” from Mercenary Park in place of some of the shipping crates seems very out of place and strange, especially when the simple use of more shipping crates would be perfectly acceptable.
However these suggestions are merely for the maps aesthetic, and I am sure that you would just want to focus on it’s gameplay at this stage. I would recommend putting some screenshots of the C point on the maps page, though.
Last edited by Barely Competent; 6 Jul, 2018 @ 6:11pm
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