Haste

PL Haste b1

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
I thought the whole point of the contest was to "make a map" in 72 hours. And as far as I know YM is the only one who actually did finish one...

How exactly are you defining "a finished map". Pretty much all the maps are complete game modes and plenty of them have reasonable levels of detail; and those that don't have surprisingly good gameplay. I agree with the sentiment that in such a contest even over 72 hours i expected people to go for detail rather than settle with DEV, but the idea of "a finished map in 72 hours" seems a little nonsensical. I'm quite certain most people intend to develop their submissions further.

Hopefully i can play this soon, it feels like those fences by the tracks would be annoying when large numbers of people push the cart and also catch demo/rocket spam making it difficult to use the cart for cover. But i can't say for sure until i play.
 
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YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
I'd say, from the maps I've seen so far, only my own and Ravidge could be called 'finished' Underdetailed yes, but fully functional and without a hint of dev textures, thus: finished.
However, in any sense of logical development cycles, neither are finished, but then all of the other maps submitted are even less finished from that point of view.

Just checked out the goldeneye dish, it's over 300m across, making it more than twice the size of mine! :O

Currently working on the inside area, breaking up those long corridors and adding some more visual interest to it.
 

RaVaGe

aa
Jun 23, 2010
733
1,210
I don't like the small bridge at the first checkpoint, it just look odd and have no sense.

You should try to do more high/low variation for your rails, I see something in this genre.

e4ad7b21b383f23e86af39c9089f8.jpg
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
By request.

http://dl.dropbox.com/u/1490725/Clipchecks/pl_ym_72/pl_ym_720000.jpg
http://dl.dropbox.com/u/1490725/Clipchecks/pl_ym_72/pl_ym_720001.jpg
Outside BLU's left most exit, first I'm on a playerclip you used to smooth sidling the wall, second I'm on a displacement that's DW.

http://dl.dropbox.com/u/1490725/Clipchecks/pl_ym_72/pl_ym_720002.jpg
http://dl.dropbox.com/u/1490725/Clipchecks/pl_ym_72/pl_ym_720003.jpg
Above BLU's right most exit, first I'm on the border below the door, second I'm on the bucket.

http://dl.dropbox.com/u/1490725/Clipchecks/pl_ym_72/pl_ym_720004.jpg
Window outside a shack at the first area, there's some z-fighting going on. Not too important.

http://dl.dropbox.com/u/1490725/Clipchecks/pl_ym_72/pl_ym_720005.jpg
The windows, the blacked out window thing, and the border you've used about playerheight off the ground are all unclipped and solid.

http://dl.dropbox.com/u/1490725/Clipchecks/pl_ym_72/pl_ym_720006.jpg
Not too useful a spot, but there nonetheless

http://dl.dropbox.com/u/1490725/Clipchecks/pl_ym_72/pl_ym_720009.jpg
Inside that building,
http://dl.dropbox.com/u/1490725/Clipchecks/pl_ym_72/pl_ym_720008.jpg
Up there,
http://dl.dropbox.com/u/1490725/Clipchecks/pl_ym_72/pl_ym_720007.jpg
Is my second favorite place I found.

http://dl.dropbox.com/u/1490725/Clipchecks/pl_ym_72/pl_ym_720012.jpg
Inside that door up the stairs,
http://dl.dropbox.com/u/1490725/Clipchecks/pl_ym_72/pl_ym_720011.jpg
Most of your lights are solid and most of them don't cause any problems due to them being close to the ceiling. But these could pose a problem.

http://dl.dropbox.com/u/1490725/Clipchecks/pl_ym_72/pl_ym_720013.jpg
This shelf. Not too important to fix, but there nonetheless.

http://dl.dropbox.com/u/1490725/Clipchecks/pl_ym_72/pl_ym_720014.jpg
Your clipping here is wacky. There's no reason to even clip that stuff.

http://dl.dropbox.com/u/1490725/Clipchecks/pl_ym_72/pl_ym_720016.jpg
Behind the train,
http://dl.dropbox.com/u/1490725/Clipchecks/pl_ym_72/pl_ym_720015.jpg
Is my third favorite place I found.

http://dl.dropbox.com/u/1490725/Clipchecks/pl_ym_72/pl_ym_720017.jpg
Why did you clip that part of the room behind the stop prop.

http://dl.dropbox.com/u/1490725/Clipchecks/pl_ym_72/pl_ym_720018.jpg
I'm on the wrong side of the fence :D My favorite spot.
http://dl.dropbox.com/u/1490725/Clipchecks/pl_ym_72/pl_ym_720019.jpg
Reached by jumping between the displacement and the fence.

http://dl.dropbox.com/u/1490725/Clipchecks/pl_ym_72/pl_ym_720020.jpg
I think you can get up there on that prop.

http://dl.dropbox.com/u/1490725/Clipchecks/pl_ym_72/pl_ym_720021.jpg
The displacement causes walking up the planks to be annoying.

http://dl.dropbox.com/u/1490725/Clipchecks/pl_ym_72/pl_ym_720022.jpg
Why are those individual walls vertical wood while everything else is horizontal.

http://dl.dropbox.com/u/1490725/Clipchecks/pl_ym_72/pl_ym_720023.jpg
This and the front of the roof are unclipped.

http://dl.dropbox.com/u/1490725/Clipchecks/pl_ym_72/pl_ym_720024.jpg
Light above RED's left spawn.

http://dl.dropbox.com/u/1490725/Clipchecks/pl_ym_72/pl_ym_720025.jpg
These are probably not very useful, but there nonetheless. On the triad of lights. Also, they're blue on RED side. Not that it matters much.

http://dl.dropbox.com/u/1490725/Clipchecks/pl_ym_72/pl_ym_720026.jpg
I fell off those five times while attempting to get up them six times.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Thanks little, all addressed in _b1 (except for getting up onto the track inside, cause I like that)

Updated to pl_haste_b1

We're now at 52 hours of work, here's the changes:
  • Added more cubemaps.
  • Divided up indoor areas more.
  • Continued detailing.
  • Fixed a few vis issues.
  • Added glass doors over final pit.
  • Scaled down the satellite dish and added explosions.
  • Given Blu access to a flank at point B.

This also is the first time I've updated my website's main page in months! http://subtleallusion.com/#haste

Note: I don't expect this to be run in place of pl_ym_72 for any contest related purposes.
 
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jpr

aa
Feb 1, 2009
1,094
1,085
Edit: oh poo, I thought that was the last page :p anyway this is about the satellite dish

I say keep it, but perhaps replace it with a custom model that looks more like a big satellite dish instead of a big small satellite dish, if you know what I mean.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
It bothers me how there are just random city buildings in the desert. What is this - Dubai?
 
Sep 12, 2008
1,272
1,141
Here's a little experiment: trying to do a (very basic) paintover on my iPod. I just changed some small stuff, some scrubs, rubble, darker roofs (those bright ones are terribad), no more weird track-bridge-constructo-thingies, ... it's the first time i actually try something like this, and I didn't spend a lot of time on it either :p

Sorry if the size is tiny, but i can't check it out on my pc right now...
j5yKdmS


I also made a little postcard version for funzies...
Z7PnHgV


And yes, I added birds, because they are awesome, and they make everything look epic.
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
Following your progress with this map on Twitter has rekindled my interest in mapping. Amazing what can be done in such a short time by someone who is intimate with the tools.

Bravo!
 
Oct 6, 2008
1,954
446
YM - I don't know if others have experinced the same, but near cap 2 the cart passes through a door and occasionally it will get stuck there causing stalemates - has anyone esle had this happen or do you know of it already?

It's kind of an odd bug sometimes it happens sometimes it doesn't.